// Update is called once per frame
    void Update()
    {
        switch (_FriendlyCurrentState)
        {
        case Friendlystate.Idle:
            if (_timeridle < 0)
            {
                //idle
                _FriendlyAnimation.PlayIdle();
                _timeridle = timeridle;
            }
            else
            {
                _timeridle -= Time.deltaTime;
            }
            break;

        case Friendlystate.Walking:
            if (_timerwalking < 0)
            {
                //walking
                _FriendlyAnimation.PlayWalking();
                _timerwalking = timerwalking;
            }
            else
            {
                _timerwalking -= Time.deltaTime;
            }
            break;

        case Friendlystate.Atacking:

            break;

        case Friendlystate.Hit:

            break;

        case Friendlystate.Jumping:

            break;
        }

        targetx = GameObject.Find("Player").transform.position.x;
        x       = transform.position.x;

        if (x >= targetx - 3f || x <= targetx - 4f)        //link
        {
            _FriendlyCurrentState = Friendlystate.Walking;
        }
        else
        {
            _FriendlyCurrentState = Friendlystate.Idle;
        }
    }
    // Use this for initialization
    void Start()
    {
        timeridle      = _timeridle;
        timerwalking   = _timerwalking;
        timerTrowing   = _timerTrowing;
        timerjumping   = _timerjumping;
        timerAttacking = _timerAttacking;
        timerhurting   = _timerhurting;
        timerlanded    = _timerlanded;

        _FriendlyCurrentState = Friendlystate.Idle;
    }