public override void Update()
 {
     base.Update();
     if (_entityData.isStun)
     {
         return;
     }
     if (_isDetectingWall)
     {
         _boss1._idleState.setFlipAfterIdle(true);
         _stateMachine.ChangeState(_boss1._idleState);
     }
     else if (_isDetectingPlayer)
     {
         _stateMachine.ChangeState(_boss1._playerDetectState);
     }
     else
     {
         if (_entityData.slowOverArea)
         {
             _boss1.Move(_entityData.speedWhenSlowedArea);
         }
         else
         {
             if (_entityData.isSlowed)
             {
                 _boss1.Move(_entityData.speedWhenSlowed);
             }
             else if (_entityData.isStun)
             {
                 return;
             }
             else
             {
                 _boss1.Move(_entityData.movementSpeed);
             }
         }
     }
 }