public override void Update()
        {
            if (_entityData.health <= 0)
            {
                _stateMachine.ChangeState(_crow._death);
            }

            base.Update();

            if (_isDetectingPlayer)
            {
                _crow.setDirection((_playerPosition.position - _crow.transform.position).normalized);

                float dist = Vector3.Distance(_crow.transform.position, _playerPosition.position);

                //Debug.Log("still detecting, DIST = "+ dist+ " and min = "+_halja.getPunishmentMinDistance()+" and max= "+_halja.getPunishmentMaxDistance() );
                if (_crow.getChainOfDestinyMinDistance() <= dist && dist <= _crow.getChainOfDestinyMaxDistance() &&
                    Time.time >= (_crow.getChainOfDestinyClock() + _crow.getChainOfDestinyCountdown()))
                {
                    usableMoveSet.Add(new Water_ChainOfDestiny(_entity, _stateMachine, "chainOfDestiny", _entityData, _crow, _playerPosition.position));
                }
                if (_crow.getPunishmentMinDistance() <= dist && dist <= _crow.getPunishmentMaxDistance() &&
                    Time.time >= (_crow.getPunishmentClock() + _crow.getPunishmentCountdown()))
                {
                    /*
                     * Vector3 characterToCollider = (_playerPosition.position-_halja.transform.position).normalized;
                     * float dot = Vector3.Dot(characterToCollider, _halja.transform.forward*-1f);
                     * if(dot > 0.5)*/

                    usableMoveSet.Add(_crow._punishment);
                }
                if (usableMoveSet.Count > 0)
                {
                    _stateMachine.ChangeState(usableMoveSet[UnityEngine.Random.Range(0, usableMoveSet.Count)]);
                }

                else
                {
                    _entity.setDirection((_playerPosition.position - _entity.transform.position).normalized);
                    if (Vector3.Distance(_crow.transform.position, _playerPosition.transform.position) >= 5f)
                    {
                        _entity.Move(_entity._entityData.movementSpeed);
                    }
                }
            }
            else
            {
                _stateMachine.ChangeState(_crow._MoveState);
            }
        }