// Function OnTriggerEnter : Now Is Use for get Hurt Animation
    //Method: This is use for getting the Animation of Get Hurt Animation;
    private void OnTriggerEnter(Collider other)
    {
        if (other.gameObject.CompareTag("EnemyWeapon"))

        {
            if (this.gameObject.tag == FrontHitString && other.gameObject)
            {
                BackHitAttention.SetActive(false);
                LeftHitAttention.SetActive(false);
                RightHitAttention.SetActive(false);
                _PlayerCtrl.BtnHitCount = 0;
                StartCoroutine("FrontSetActiveturnBackTotrue");
                if (!isGetHurtPlayer)
                {
                    GlobalPlayerStatement._INSTANCE.Life--;
                    Debug.Log("Player's Life" + GlobalPlayerStatement._INSTANCE.Life);

                    _PlayerCtrl._anim.SetTrigger(hitFrontAnim);
                    _PlayerCtrl.HitDetection();
                    isGetHurtPlayer = true;
                    StartCoroutine("TurnBackToFalse");
                    _PlayerCtrl.playerstates = MainChracterCtrl.PLAYERSTATE.PlayerState_GetHit;
                }
            }
            else if (this.gameObject.tag == BackHitString && other.gameObject)
            {
                _PlayerCtrl.BtnHitCount = 0;

                FrontHitAttention.SetActive(false);
                LeftHitAttention.SetActive(false);
                RightHitAttention.SetActive(false);
                StartCoroutine("BackSetActiveturnBackTotrue");
                if (!isGetHurtPlayer)
                {
                    GlobalPlayerStatement._INSTANCE.Life--;
                    Debug.Log("Player's Life" + GlobalPlayerStatement._INSTANCE.Life);
                    _PlayerCtrl._anim.SetTrigger(backFrontAnim);
                    isGetHurtPlayer = true;
                    _PlayerCtrl.HitDetection();
                    StartCoroutine("TurnBackToFalse");
                    _PlayerCtrl.playerstates = MainChracterCtrl.PLAYERSTATE.PlayerState_GetHit;
                }
            }
            else if (this.gameObject.tag == LeftHitString && other.gameObject)
            {
                _PlayerCtrl.BtnHitCount = 0;

                FrontHitAttention.SetActive(false);
                BackHitAttention.SetActive(false);
                RightHitAttention.SetActive(false);
                StartCoroutine("LeftSetActiveturnBackTotrue");
                //    _PlayerCtrl.HitDetection();
                if (!isGetHurtPlayer)
                {
                    GlobalPlayerStatement._INSTANCE.Life--;
                    Debug.Log("Player's Life" + GlobalPlayerStatement._INSTANCE.Life);
                    _PlayerCtrl._anim.SetTrigger(HitLeftAnim);
                    isGetHurtPlayer = true;
                    _PlayerCtrl.HitDetection();
                    StartCoroutine("TurnBackToFalse");
                    _PlayerCtrl.playerstates = MainChracterCtrl.PLAYERSTATE.PlayerState_GetHit;
                }
            }
            else if (this.gameObject.tag == RightHitString && other.gameObject)
            {
                _PlayerCtrl.BtnHitCount = 0;

                FrontHitAttention.SetActive(false);
                BackHitAttention.SetActive(false);
                LeftHitAttention.SetActive(false);
                StartCoroutine("RightSetActiveturnBackTotrue");

                if (!isGetHurtPlayer)
                {
                    GlobalPlayerStatement._INSTANCE.Life--;
                    Debug.Log("Player's Life" + GlobalPlayerStatement._INSTANCE.Life);
                    _PlayerCtrl._anim.SetTrigger(HitRightAnim);
                    isGetHurtPlayer = true;
                    _PlayerCtrl.HitDetection();
                    StartCoroutine("TurnBackToFalse");
                    _PlayerCtrl.playerstates = MainChracterCtrl.PLAYERSTATE.PlayerState_GetHit;
                }
            }
        }


        if (other.gameObject.CompareTag("PlayerWeapon"))
        {
            if (this.gameObject.CompareTag("EnemyHit") && other.gameObject)
            {
                Debug.Log("Enemy Get Hit");

                _EnemyCtrl.EnemyHurt();
            }
        }
    }