// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        rb   = animator.GetComponent <Rigidbody2D>();
        boss = animator.GetComponent <BossBehaviour>();

        rb.constraints = RigidbodyConstraints2D.FreezeAll;
        rb.simulated   = false;

        boss.inHeal = true;
        boss.SpawnAntennas();
        protectionOrb = Instantiate(boss.protectionOrbPrefab, boss.transform.position + new Vector3(0, 1.5f, 0), boss.transform.rotation);
    }