private void Patrol()
    {
        Vector3 movement = Vector3.MoveTowards(transform.position, patrolPath.currentNode.position, speed * Time.deltaTime);

        if (player != null)
        {
            // Debug.Log(movement - transform.position);
            player.gameObject.transform.position += movement - transform.position;
        }
        transform.position = movement;

        if (patrolPath.CheckCloseEnough(transform.position))
        {
            if (patrolPath.IsAtEndOfRoute || patrolPath.IsAtBeginningOfRoute)
            {
                currentState = PlatformStates.Wait;

                StartCoroutine(Delay());
            }
            else
            {
                patrolPath.IncrimentPatrolNode();
            }
        }
    }
 // Update is called once per frame
 void Update()
 {
     if (patrol.CheckCloseEnough(pawn.transform.position))
     {
         patrol.IncrimentPatrolNode();
     }
     if (patrol.currentNode.position.x - pawn.transform.position.x > 0)
     {
         pawn.Move(1);
     }
     else
     {
         pawn.Move(-1);
     }
 }