public void DoDamage(GameObject sandBag, float damage, float random, bool topple)
    {
        GameObject uidmg = GameObject.Instantiate(damageUI, sandBag.transform.position, Quaternion.identity);

        uidmg.GetComponent <TextMesh>().text = "" + Mathf.RoundToInt(damage * random * enemies[0].GetComponent <BattleEnemyAI>().damageMultipier);
        if (sandBag.tag == "Enemy")
        {
            enemyHealth[0] -= Mathf.RoundToInt(damage * random * enemies[0].GetComponent <BattleEnemyAI>().damageMultipier);
            Instantiate(slashEffect, Camera.main.transform);
            if (topple == true)
            {
                BattleEnemyAI ai = sandBag.GetComponent <BattleEnemyAI>();
                if (ai.curState == BattleEnemyAI.State.Think)
                {//think
                    ai.curState = BattleEnemyAI.State.Topple;
                }
            }
        }
        else if (sandBag.tag == "Player")
        {
            for (int i = 0; i < players.Count; i++)
            {
                if (players[i] == sandBag)
                {
                    playerHealth[i] -= Mathf.RoundToInt(damage * random);
                    players[i].transform.GetChild(0).GetComponent <Animator>().Play("Idle", 0, 0);
                    players[i].transform.GetChild(0).GetComponent <Animator>().SetFloat("hit", 0.5f);
                }
            }
        }
    }
    public BattleEnemyGroup(Summary1 s1)
    {
        set1(s1);

        for (int t1 = 0; t1 < max(); t1++)
        {
            battle_enemy[t1] = new BattleEnemy(s1, t1);
        }

        {
            image_save_enemy = new ImageSaveEnemy(s1);
            image_save_enemy.init1();
        }

        battle_enemy_appear_control = new BattleEnemyAppearControl(s1);

        battle_enemy_ai = new BattleEnemyAI(s1);
    }