protected void ChaseChain()
 {
     if (CurrentEnemyBehaviour == EnemyBehaviour.Chasing)
     {
         var distance = Vector3.Distance(transform.position, targetToChase.position);
         if (distance > distanceToBreakChase)
         {
             pathToFollow.StartAlternatringPoints();
             CurrentEnemyBehaviour = EnemyBehaviour.Scouting;
             targetToChase         = null;
             NoticedPlayerEffect.SetActive(false);
         }
     }
 }