public void StartTargeting()
 {
     TargetingState = ETargetingState.NotActive;
     gameObject.SetActive(true);
     transform.position = new Vector3(RightTargetingBorder.position.x, DownTargetingBorder.position.y, RightTargetingBorder.position.z);
     ChangeState();
 }
    void ChangeState()
    {
        switch (TargetingState)
        {
        case ETargetingState.NotActive:
            TargetingState   = ETargetingState.HorizontalTargeting;
            CurrentDirection = E2DDirection.Left;
            break;

        case ETargetingState.HorizontalTargeting:
            TargetingState   = ETargetingState.VerticalTargeting;
            CurrentDirection = E2DDirection.Up;
            break;

        case ETargetingState.VerticalTargeting:
            TargetingState = ETargetingState.TargetResolved;
            EndTargeting();
            break;

        case ETargetingState.TargetResolved:
            TargetingState = ETargetingState.NotActive;
            break;
        }
    }