// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        if (!PhotonNetwork.isMasterClient)
        {
            return;
        }
        if (!owner)
        {
            owner = animator.GetComponent <TDS_Enemy>();
        }
        if (!owner)
        {
            return;
        }

        throwCoroutine = owner.StartCoroutine(owner.CastThrow());
    }