private void BulletActivationControl()
    {
        if (currentBaseState.nameHash == basicAtackState) {
         		float playbackTime = currentBaseState.normalizedTime % 1;

            if (playbackTime >= activationTime) {
                bulletRenderer.enabled = true;
                shootingAnimationControl = BulletShootingControl;
            }
        }
    }
    private void BulletShootingControl()
    {
        if (currentBaseState.nameHash == basicAtackState) {
         		float playbackTime = currentBaseState.normalizedTime % 1;

            if (playbackTime >= shootTime) {
                bulletRenderer.enabled = false;
                Shoot();
                animator.SetBool("Atack", false);
                shootingAnimationControl = Idle;
            }
        }
    }
    void Awake()
    {
        networkView.group = 0;

        bulletSpawner = this.transform.FindChild("BulletSpawner");
        data = GetComponent<PlayerData>();

        animator = this.transform.FindChild("Animator").GetComponent<Animator>();
        bulletRenderer = transform.Find("Animator").Find("Armature").Find("Bone").Find("Bone_001").Find("Bone_L")
            .Find("Bone_L_001").Find("Bullet").GetComponent<MeshRenderer>();

        shootingAnimationControl = Idle;
    }
 private void BasicAtack()
 {
     animator.SetBool("Atack", true);
     shootingAnimationControl = BulletActivationControl;
 }