void OnCollisionStay2D(Collision2D collision)
 {
     StatusType = CStatusType.Walk;
     if (collision.gameObject.tag == WalkBumperTag)
     {
         StatusType      = CStatusType.Attack;
         collisionTarget = collision.gameObject;
     }
 }
 void OnTriggerStay2D(Collider2D collider)
 {
     //StatusType = CStatusType.Walk;
     if (collider.gameObject.tag == WalkBumperTag)
     {
         StatusType      = CStatusType.Attack;
         collisionTarget = collider.gameObject;
     }
 }
 void LateUpdate()
 {
     if (TargetHealth.CurrentValue > 0 && PlayerType == CPlayerType.Zombie)
     {
         if (collisionTarget == null)
         {
             StatusType = CStatusType.Walk;
             TargetAnimator.Play(WalkAnimation);
         }
     }
 }
 void OnCollisionEnter2D(Collision2D collision)
 {
     StatusType = CStatusType.Walk;
     if (collision.gameObject.tag == WalkBumperTag)
     {
         StatusType      = CStatusType.Attack;
         collisionTarget = collision.gameObject;
     }
     if (collision.gameObject.tag == AttackBumperTag)
     {
         TargetHealth.CurrentValue -= 5;
         GetHitAnimationPlay();
     }
 }
 void AlwaysWalk()
 {
     StatusType = CStatusType.Walk;
 }