public override void ExecuteAfterAnimation()
 {
     base.ExecuteAfterAnimation();
     Debug.Log("[WHIPLASHES]: " + _halja.getWhiplashesCycles());
     if (_halja.getWhiplashesCycles() <= 0)
     {
         _halja.setWhipLashesClock(Time.time);
         _halja.setWhipLashesCountdown(6f);
         _halja.setChainOfDestinyCountdown(1.5f);
         _halja.setChainOfDestinyClock(Time.time);
         _halja.setPunishmentCountdown(4f);
         _halja.setPunishmentClock(Time.time);
         _halja.setWhipLashesCycles(3);
         _stateMachine.ChangeState(_halja._playerDetectState);
     }
     else
     {
         Collider[] player = Physics.OverlapSphere(_halja.transform.position, _halja.getWhiplashesMaxDistance(), LayerMask.GetMask("Player"));
         _player = player.Length == 0 ? null : player[0];
         if (_player == null)
         {
             _halja.setWhipLashesCycles(_halja.getWhiplashesCycles() - 1);
             _stateMachine.ChangeState(_halja._whipLashes);
         }
         else
         {
             _player.GetComponent <PlayerStatus>().TakeDamage(2f);
             _halja.setWhipLashesCycles(_halja.getWhiplashesCycles() - 1);
             _stateMachine.ChangeState(_halja._whipLashes);
         }
     }
 }
        public override void ExecuteAfterAnimation()
        {
            base.ExecuteAfterAnimation();

            if (_hit) //colpisco a fine aniamzione obv
            //_player.GetComponent<Rigidbody>().AddForce(_halja.getDirection()*8f,ForceMode.Impulse);
            {
                _player.GetComponent <Rigidbody>().AddExplosionForce(40f, _halja.transform.position, 7f, 0f, ForceMode.Impulse);
                _player.GetComponent <PlayerStatus>().TakeDamage(10f);
            }
            _halja.setPunishmentCountdown(5f);
            _halja.setPunishmentClock(Time.time);
            _halja.setChainOfDestinyClock(2.5f);
            _halja.setChainOfDestinyClock(Time.time);
            _halja.setWhipLashesCountdown(4f);
            _halja.setWhipLashesClock(Time.time);
            _stateMachine.ChangeState(_halja._moveState);
        }