private void Start()
        {
            GameObject boss       = GameObject.FindWithTag("Boss");
            BasicBoss  bossScript = boss.GetComponent <BasicBoss>();

            health = bossScript.Health;
            health.OnValueChanged += OnValueChanged;
            healthBar.maxValue     = health.CurrentValue;
            healthBar.value        = healthBar.maxValue;
            nameTag.text           = "Bad Cylinder";
        }
    //Function to spawn a 2d ray to hit enemy
    void ProcessCollision()
    {
        //Go through held attack damage stuff
        if (SpawnHitBox && SpawnHitBoxTimer <= 0.0f)
        {
            SpawnHitBox = false;
            Collider2D enemy          = null;
            Vector2    spawn_position = new Vector2(transform.position.x + HeldAttack.center_distance.x, transform.position.y + HeldAttack.center_distance.y);

            if (HeldAttack.collider_type == AttackObject.ColliderType.Box)
            {
                //Debug stuff
                DebugHitBox(Color.red);

                enemy = Physics2D.OverlapBox(spawn_position,
                                             HeldAttack.size,
                                             HeldAttack.angle,
                                             LayerMask.GetMask("Enemy"));
            }
            else if (HeldAttack.collider_type == AttackObject.ColliderType.Circle)
            {
                //Debug stuff
                DebugHitCircle(Color.red);

                enemy = Physics2D.OverlapCircle(spawn_position,
                                                HeldAttack.radius,
                                                LayerMask.GetMask("Enemy"));
            }

            if (enemy != null)
            {
                Debug.Log("HIT");
                BasicBoss boss_health = enemy.GetComponent(typeof(BasicBoss)) as BasicBoss;
                boss_health.Health -= HeldAttack.damage;
                Debug.Log(boss_health.Health);
            }
            else
            {
                Debug.Log("Miss");
            }
        }
    }