/// <summary>
 /// Inicializa o estado quando o inimigo é criado.
 /// </summary>
 public override void StartState()
 {
     rb            = GetComponent <Rigidbody>();
     anim          = GetComponent <Animator>();
     enemyAI       = GetComponent <EnemyStormAI>();
     shootAnimHash = Animator.StringToHash(shootAnimTrigger);
     heavyAnimHash = Animator.StringToHash(animHeavyTrigger);
     agent         = GetComponent <NavMeshAgent>();
 }
 /// <summary>
 ///
 /// </summary>
 public override void StartState()
 {
     agent   = GetComponent <NavMeshAgent>();
     anim    = GetComponent <Animator>();
     enemyAI = GetComponent <EnemyStormAI>();
     if (patrolPositions.Length > 0)
     {
         enemyAI.SetTarget(patrolPositions[activePatrolPos]);
     }
     animMovingHash = Animator.StringToHash(animMovingTrigger);
     agent.speed    = walkSpeed;
 }