protected void StateMine()
    {
        if (Time.time > _nextMineTime)
        {
            if (!_target)
            {
                _targetVector = -transform.up;
                _state        = StateTurnAround;
                return;
            }

            _target.TakeDamge(3, false);
            _nextMineTime = Time.time + 0.3f;
        }
    }