public void TrunBack()
    {
        takedamage.EnemyAttackDamage();
        anim.SetBool("isWalk", true);
        Vector3 backPos = transform.position - dir.normalized * (policeRange - attackRange);

        //mySequence.Append(transform.DORotate(Vector3.zero, 0.3f));
        transform.Rotate(Vector3.up, 180);
        mySequence.Append(transform.DOMove(backPos, 1f));
        StartCoroutine("Backed");
    }