void OnCollisionEnter2D(Collision2D collision)
 {
     if (collision.gameObject.tag == "encounter_Spawn")
     {
         Debug.Log("Encounter Started");
         collider_triggered = true;
         m_Collider.enabled = false;
         player_base.SetPlayerWait();
     }
 }
    public void Player_attack_States()
    {
        if (PlayerAttack)
        {
            switch (state)
            {
            case State.Attack:
                timer += Time.deltaTime;
                player_base.SetPlayerAttack();
                if (timer >= 1.7f)
                {
                    timer         = 0;
                    state         = State.Turning;
                    reached_enemy = false;
                }
                break;

            case State.Turning:
                p_control.Backwards_Movement();
                if (encounter)
                {
                    state = State.Busy;
                }
                break;

            case State.Busy:
                if (encounter)
                {
                    PlayerAttack      = false;
                    PlayerAttackEnded = true;
                    player_base.SetPlayerWait();
                }
                break;

            case State.Marching:
                p_control.Forward_Movement();
                if (reached_enemy)
                {
                    state = State.Attack;
                }
                break;
            }
        }
    }