private IEnumerator DoAttack()
    {
        //playerChaseDetector.gameObject.SetActive(false);
        attackDetector.gameObject.SetActive(false);
        entityMovement.StopWalking();
        canChangeState = false;

        yield return(new WaitForSeconds(0.8f));

        attackController.Attack(ActionType.lightMelee);
        yield return(new WaitForSeconds(0.3f));

        canChangeState = true;
        playerChaseDetector.gameObject.SetActive(true);
        ChangeState(BehaviourState.Chasing);
        attacking = null;
    }