// Update is called once per frame
    void Update()
    {
        if (!player.clear)
        {
            cooldown();
            checkFacing();
            checkTurn();

            eMoveState   = ElementalMoveState.Idle;
            eActionState = ElementalActionState.Idle;

            if (attackTimer <= 0.0f)
            {
                //Recheck this Logic!!
                if (moveTimer >= moveSpeed)
                {
                    chooseTargetLocation();
                    moveTimer = 0.0f;
                }
                else
                {
                    //moveTimer += moveRate * Time.deltaTime;
                    //Debug.Log("Move Timer: " + moveTimer);
                    moveTimer += Time.deltaTime;
                    move();

                    if (moveTimer >= moveSpeed)
                    {
                        attack();
                        resetTimer();
                    }
                }
            }
        }
    }
 private void move()
 {
     eMoveState = ElementalMoveState.Moving;
     this.transform.position = Vector2.Lerp(this.transform.position, targetLocation, moveTimer);
 }