void Start()
    {
        Start_Varibles();

        state         = State.WaitingForPlayer;
        m_state       = Monster_state.SpawnEmpty;
        a_order_state = Attack_Order_State.MonsterCanAttack;
    }
    void FixedUpdate()
    {
        if (m_state == Monster_state.SpawnEmpty)
        {
            onEncounter(p_Control.collider_triggered, () => {
                m_state = Monster_state.MonsterSpawned;
            });
            state = State.WaitingForPlayer;
        }

        Start_Attack();
    }