// 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)
    {
        this.animator = animator;
        state         = animator.GetComponentInChildren <TurretState> ();
        sp            = animator.GetComponent <TurretSP> ();
        update        = animator.GetComponentInChildren <LineUpdate> ();

        sp.turretSP.SetNone();
        update.DisableLine();
    }
    // 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)
    {
        // set enemy sprites
        this.animator = animator;
        sp            = animator.GetComponent <TurretSP> ();
        state         = animator.GetComponentInChildren <TurretState> ();

        if (lineUpdate)
        {
            lineUpdate.EnableLine();
        }

        if (shoot)
        {
            shoot.StopShoot();
            UpdateTargetPos();
        }

        shooting = false;

        sp.SetEnemySprite();
        state.SetTargetsToPlayer();
    }