IEnumerator MagicMissileCounter(Collider2D [] colArray, Transform pP)
    {
        int       i = 0;
        Transform enemyPos;
        Vector2   targetVector;

        foreach (Collider2D col in colArray)
        {
            if (col.tag == "Enemy" || col.tag == "BossEnemy")
            {
                enemyPos = col.transform;

                Vector3 enemy = (enemyPos.position + new Vector3(0f, 1.2f)); // 적 머리쪽을향해 발사하게함


                targetVector = (enemy - pP.position).normalized;


                //                    Vector3 PrefabPosition;

                //                  PrefabPosition = bulletPosition.position;

                GameObject mm = Instantiate(SkillPrefab[5], pP.position, pP.rotation);

                WeaponInfo magicDamage = mm.GetComponent <WeaponInfo>();


                magicDamage.minDamage += magidDamageUp.minDamage;
                magicDamage.maxDamage += magidDamageUp.maxDamage;

                polyPlay.playPoly(4);
                DragonBreathBullet mmBullet = mm.GetComponentInChildren <DragonBreathBullet>();
                mmBullet.Init(_cState._isRightDir, targetVector);
                i++;

                if (i == colArray.Length - 1 || i == 5)
                {
                    StopCoroutine("MagicMissileCounter");
                }
                yield return(new WaitForSeconds(0.2f));
            }
        }
    }
    // 최초위치가 계속 적용되서
    public void DragonPlayerSense()
    {
        if (_monsterState._isDie != true)
        {
            Collider2D[] colliders = Physics2D.OverlapCircleAll(gameObject.transform.position, 10f, _monsterState._targetMask);

            foreach (Collider2D col in colliders)
            {
                if (col.tag == "Player")
                {
                    _animator.SetTrigger("AttackTrigger");

                    playerPos = col.transform;

                    dragonPos = gameObject.transform;


                    targetVector = (playerPos.position - dragonPos.position).normalized;


                    AttackFlipper(playerPos);// 플리퍼안에서 다시구해서 쏴야할듯



                    GameObject         db       = Instantiate(dbPrefab, _breathGenPoint.position, _breathGenPoint.rotation);
                    DragonBreathBullet dbBullet = db.GetComponentInChildren <DragonBreathBullet>();
                    dbBullet.Init(_monsterState._isRightDir, targetVector);



                    //   StartCoroutine(ShootBreath(targetVector));
                    CancelInvoke("DragonPlayerSense");
                    StartCoroutine(ShootAgain());

                    //      InvokeRepeating("DragonPlayerSense", 0f, 1f);

                    break;
                }
            }
        }
    }