private void ChangeState(PlayerState newState)
    {
        if (state == newState)
        {
            return;
        }

        state = newState;
        StopAllCoroutines();

        switch (state)
        {
        case PlayerState.ACTIVE:
        {
            break;
        }

        case PlayerState.ATTACKING:
        {
            characterAttack.Attack();
            animator.SetTrigger("Punch");
            StartCoroutine(StateCooldown(PlayerState.ACTIVE, 1f));
            break;
        }

        case PlayerState.HURT:
        {
            animator.SetTrigger("HURT");
            StartCoroutine(StateCooldown(PlayerState.ACTIVE, 1f));
            break;
        }

        case PlayerState.DEAD:
        {
            Destroy(gameObject);
            endController.EndGame(false);
            break;
        }
        }
    }