IEnumerator FrontHitTriggerIEmurator()
    {
        yield return(new WaitForSeconds(0.25f));

        BackHitTriggerObj.SetActive(true);
        HasGetHitBf = false;

        StopCoroutine(FrontHitTriggerIEmurator());
    }
    void FrontHitTrigger()
    {
        HasGetHitBf = true;
        BackHitTriggerObj.SetActive(false);

        _EnemyChracter2Ctrl._Enemy2SoilderState = EnemySoilderStatus.Enemy_GetHurtState;
        _EnemyChracter2Ctrl.GetHurtMaxTimer     = Random.Range(0.8f, 1.4f);
        _EnemyChracter2Ctrl.GetHurtCrtTimer     = _EnemyChracter2Ctrl.GetHurtMaxTimer;
        _EnemyHealthSys.CrtHealth -= Random.Range(3, 5);

        if (_EnemyHealthSys.CrtHealth > 0)
        {
            _EnemyChracter2Ctrl._anim.SetTrigger(GetHitFrontAnimationTrigger);
        }
        else if (_EnemyHealthSys.CrtHealth <= 0)
        {
            _EnemyChracter2Ctrl.IsDead = true;
        }
        StartCoroutine(FrontHitTriggerIEmurator());
    }