private RaycastHit2D CastLeftSearchingRay()
        {
            float   lerpAngleLeft  = Mathf.LerpAngle(vecLeftUp_Angle, vecLeftDown_Angle, t);
            Vector2 lerpVectorLeft = StaticUtilities.Vector2FromAngle(lerpAngleLeft);

            Debug.DrawRay(transform.position, lerpVectorLeft * searchRange, Color.magenta, .01f);

            return(Physics2D.Raycast(transform.position, lerpVectorLeft, searchRange, targetLayerMask));
        }
        private void SetUpSearchBoundaries()
        {
            Vector2 vecLeftUp = StaticUtilities.Vector2FromAngle(vecLeftUp_Angle);
            // Debug.DrawRay(transform.position, vecLeftUp, Color.red, .5f);

            Vector2 vecLeftDown = StaticUtilities.Vector2FromAngle(vecLeftDown_Angle);
            // Debug.DrawRay(transform.position, vecLeftDown, Color.red, .5f);

            Vector2 vecRightUp = StaticUtilities.Vector2FromAngle(vecRightUp_Angle);
            // Debug.DrawRay(transform.position, vecRightUp, Color.red, .5f);

            Vector2 vecRightDown = StaticUtilities.Vector2FromAngle(vecRightDown_Angle);
            // Debug.DrawRay(transform.position, vecRightDown, Color.red, .5f);
        }