// Update is called once per frame
 void Update()
 {
     if (red && redHitTimer > 0)
     {
         redHitTimer -= Time.deltaTime;
     }
     else if (red && redHitTimer <= 0 && aEnemy != null)
     {
         aEnemy.GetComponent <SpriteRenderer>().color = new Color(1f, 1f, 1f);
         aBoss.GetComponent <SpriteRenderer>().color  = new Color(1f, 1f, 1f);
         red = false;
     }
 }
    public void Init(BossScriptableObject bossValues)
    {
        BossAI boss = GetComponent <BossAI>();

        if (boss != null)
        {
            boss.Health          = bossValues.health;
            boss.MaxHealth       = bossValues.maxHealth;
            boss.EnemyDamage     = bossValues.damage;
            boss.ProjectileSpeed = bossValues.projectileSpeed;
            boss.Animator.runtimeAnimatorController = bossValues.animatorOverride as RuntimeAnimatorController;

            boss.Speed            = bossValues.speed;
            boss.RetreatSpeed     = bossValues.retreatSpeed;
            boss.AggroDistance    = bossValues.aggroDistance;
            boss.RetreatDistance  = bossValues.retreatDistance;
            boss.StoppingDistance = bossValues.stoppingDistance;

            boss.ProjectilesToSpawn = bossValues.projectiles;
            boss.HitEffectToSpawn   = bossValues.hitEffect;
            boss.StartTimeBtwShots  = bossValues.startTimeBtwShots;
            boss.StartWaitTime      = bossValues.startWaitTime;
            boss.MaxLifeTime        = bossValues.maxLifeTime;

            boss.transform.localScale = bossValues.scaleSize;
            boss.GetComponent <CapsuleCollider2D>().size = bossValues.colliderSize;

            boss.CanPierce      = bossValues.canPierce;
            boss.CanDeflect     = bossValues.canDeflect;
            boss.CanSpin        = bossValues.canSpin;
            boss.IsExplosive    = bossValues.isExplosive;
            boss.BlastRadius    = bossValues.blastRadius;
            boss.KnockbackForce = bossValues.knockbackForce;
            boss.CanKnockback   = bossValues.canKnockback;
            boss.NumMaxBounces  = bossValues.numMaxBounces;
            boss.CanBounce      = bossValues.canBounce;
            boss.Intensity      = bossValues.intensity;
            boss.FlipX          = bossValues.flipX;
        }
    }