private IEnumerator EnemySearch()
 {
     while (!isDead)
     {
         if (tilePosition != null)
         {
             if (_operatorData.isHealAttack)
             {
                 wichOperatorHeal = ChooseOperatorWithLowerHP(operatorInRange);
             }
             else
             {
                 wichEnemyAttack = ChooseClosesEnemy(enemyInRange);
             }
             int curHP = operatorHpComponent.GetHPValue();
             if (_operatorData.curHP != curHP && _operatorData.curHP > 0)
             {
                 float newPosition = Mathf.SmoothDamp(curHP, (int)_operatorData.curHP, ref velocityHP, 0.03f);
                 SetHP((int)newPosition);
             }
         }
         yield return(new WaitForSeconds(0.03f));
     }
     yield return(null);
 }
 private IEnumerator HealthChange()
 {
     while (!isDead)
     {
         if (HPdamage > 0 && HP > 0)
         {
             int   curHP       = uiOperatorHp.GetHPValue();
             float newPosition = Mathf.SmoothDamp(curHP, HP, ref velocityHP, 0.3f);
             uiOperatorHp.SetHP((int)newPosition);
             HPdamage -= (curHP - newPosition);
         }
         yield return(new WaitForSeconds(0.03f));
     }
     yield return(null);
 }