//受到攻擊後扣血
    override public void  TakeDamage(float amount)
    {
        //if(!alive){
        //    return;
        //}

        //if(currentHealth<=0){
        //     currentHealth=0;
        //     alive=false;
        // }


        base.TakeDamage(amount);
        HP1.SetActive(true);
        StartCoroutine(makenew());

        // if(currentHealth<=0||hitpoint<=0)
        //     {
        //         isdie=true;
        //         if(hitpoint>-8){
        //         CC.isTrigger = true;
        //         RB.useGravity=true;
        //         RB.isKinematic=false;


        //         }

        //     }
    }
    private IEnumerator makenew()
    {
        yield return(new WaitForSeconds(3f));

        HP1.SetActive(false);
        HP12.SetActive(false);
    }