//----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
        //                                                                                                                        HandleVulnerableState()
        //----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
        void HandleVulnerableState()
        {
            if (currentState == BossState.Vulnerable)
            {
                _enemy1.LateDestroy();
                _enemy1.LateRemove();

                _enemy2.LateDestroy();
                _enemy2.LateRemove();

                _enemy3.LateDestroy();
                _enemy3.LateRemove();

                stepV = stepV + 1;

                if (stepV > animationDrawsBetweenFramesV)
                {
                    NextFrame();
                    stepV = 0;

                    countFramesV = countFramesV + 1;

                    AllFrames = AllFrames + 1;
                }
            }
        }