override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        if (m_unit.GetTargetUnits() == null)
        {
            return;
        }

        foreach (GameObject soldier in m_unit.GetTargetUnits())
        {
            if (soldier.GetComponent <UnitBase>().IsDie())
            {
                continue;
            }

            float distance = Vector2.Distance(soldier.transform.position, m_transform.position);

            if (distance <= m_unit.GetMonsterData().attackRange)
            {
                animator.SetBool("IsInRange", true); return;
            }
            else if (distance <= detectDistance)
            {
                m_unit.SetMainTarget(soldier);
                animator.SetBool("IsMove", true); return;
            }
        }
    }
    override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        int   nearestSoldierIndex = -1;
        float unitMaxXPos         = -1;

        for (int index = 0; index < m_soldierUnits.Count; index++)
        {
            if (m_soldierUnits[index].GetComponent <UnitBase>().IsDie())
            {
                continue;
            }

            if (unitMaxXPos < m_soldierUnits[index].transform.position.x)
            {
                nearestSoldierIndex = index;
                unitMaxXPos         = m_soldierUnits[index].transform.position.x;
            }
        }

        if (nearestSoldierIndex == -1)
        {
            animator.SetBool("IsMove", false); return;
        }

        m_transform.position = Vector2.MoveTowards(m_transform.position, m_soldierUnits[nearestSoldierIndex].transform.position,
                                                   m_unit.GetMonsterData().speed);

        if (Vector2.Distance(m_transform.position, m_soldierUnits[nearestSoldierIndex].transform.position) <= m_unit.GetMonsterData().attackRange)
        {
            m_unit.SetMainTarget(m_soldierUnits[nearestSoldierIndex]);
            animator.SetBool("IsInRange", true);
            animator.SetBool("IsMove", false);
        }
    }