public void SetState(MonsterStateEnum state)
    {
        if (actionState == MonsterStateEnum.Normal)
        {
            if (behaviourTree)
                behaviourTree.PauseBehaviour();
        }

        actionState = state;

        if (actionState == MonsterStateEnum.Normal)
        {
            if (behaviourTree)
                behaviourTree.StartBehaviour();
        }

        if (actionState != MonsterStateEnum.HitReact)
        {
            hitReactType = -1;
        }

        if (actionState == MonsterStateEnum.Dead)
        {
            destoryTime = Time.time + DyingTime;
        }

    }
    public void SetState(MonsterStateEnum state)
    {
        if (actionState == MonsterStateEnum.Normal)
        {
            if (behaviourTree)
            {
                behaviourTree.PauseBehaviour();
            }
        }

        actionState = state;

        if (actionState == MonsterStateEnum.Normal)
        {
            if (behaviourTree)
            {
                behaviourTree.StartBehaviour();
            }
        }

        if (actionState != MonsterStateEnum.HitReact)
        {
            hitReactType = -1;
        }

        if (actionState == MonsterStateEnum.Dead)
        {
            destoryTime = Time.time + DyingTime;
        }
    }