// 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)
 {
     boss = animator.GetComponentInParent <GiantEyeBoss>();
     sr   = animator.GetComponent <SpriteRenderer>();
     rb   = animator.GetComponentInParent <Rigidbody2D>();
     timeBtwShotsValue = timeBtwShots;
     timeBtwFlashValue = timeBtwFlash;
     flashTimeValue    = flashTime;
     defMat            = sr.material;
     rb.velocity       = Vector2.zero;
 }
 // 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)
 {
     player          = GameObject.FindGameObjectWithTag("Player").transform;
     rb              = animator.GetComponentInParent <Rigidbody2D>();
     sr              = animator.GetComponentInChildren <SpriteRenderer>();
     defMat          = sr.material;
     boss            = animator.GetComponentInParent <GiantEyeBoss>();
     dashTimeValue   = dashTime;
     attackTimeValue = attackTime;
     chargeTimeValue = chargeTime;
     boss.audioManager.StopMusic();
     boss.audioManager.PlayMusic("BossFight");
     boss.isInvulnerable = false;
 }