private void EnemyInputIndex()
        {
            int inputIndex = 0;

            if (Input.GetKeyDown(KeyCode.UpArrow))
            {
                inputIndex = -5;
            }
            if (Input.GetKeyDown(KeyCode.DownArrow))
            {
                inputIndex = 5;
            }
            if (Input.GetKeyDown(KeyCode.RightArrow))
            {
                inputIndex = 1;
            }
            if (Input.GetKeyDown(KeyCode.LeftArrow))
            {
                inputIndex = -1;
            }
            enemyInput(inputIndex);
            EnemyBuildingIndex buildingIndex = EnemyBuildingIndex.NONE;

            if (Input.GetKeyDown("`"))
            {
                buildingIndex = EnemyBuildingIndex.NONE;
                enemyBuildingInput(buildingIndex);
            }
            else if (Input.GetKeyDown("1"))
            {
                buildingIndex = EnemyBuildingIndex.TOWER_1;
                enemyBuildingInput(buildingIndex);
            }

            else if (Input.GetKeyDown("2"))
            {
                buildingIndex = EnemyBuildingIndex.TOWER_2;
                enemyBuildingInput(buildingIndex);
            }
            else if (Input.GetKeyDown("3"))
            {
                buildingIndex = EnemyBuildingIndex.TOWER_3;
                enemyBuildingInput(buildingIndex);
            }
            else if (Input.GetKeyDown("4"))
            {
                buildingIndex = EnemyBuildingIndex.BUNKER;
                enemyBuildingInput(buildingIndex);
            }
            else if (Input.GetKeyDown("5"))
            {
                buildingIndex = EnemyBuildingIndex.TABLE;
                enemyBuildingInput(buildingIndex);
            }
            if (Input.GetKeyDown(KeyCode.Q))
            {
                enemyLevelUp();
            }
        }
        private void EnemyBuildAction(EnemyBuildingIndex buildingIndex)
        {
            if (buildingIndex != EnemyBuildingIndex.TABLE && buildingIndex != EnemyBuildingIndex.NONE)
            {
                if (unitData.tableCount < 1)
                {
                    Debug.Log("No table");
                    return;
                }
            }
            switch (buildingIndex)
            {
            case EnemyBuildingIndex.TOWER_1:
                TowerButtonTap(EVENT_TYPE.TOWER_WILL_BUILD, this, TowerEnum.TOWER_1);
                break;

            case EnemyBuildingIndex.TOWER_2:
                TowerButtonTap(EVENT_TYPE.TOWER_WILL_BUILD, this, TowerEnum.TOWER_2);
                break;

            case EnemyBuildingIndex.TOWER_3:
                TowerButtonTap(EVENT_TYPE.TOWER_WILL_BUILD, this, TowerEnum.TOWER_3);
                break;

            case EnemyBuildingIndex.BUNKER:
                BunkerButtonTap(EVENT_TYPE.BUNKER_WILL_BUILD, this, null);
                break;

            case EnemyBuildingIndex.TABLE:
                TableButtonTap(EVENT_TYPE.TABLE_WILL_BUILD, this, null);
                break;

            case EnemyBuildingIndex.NONE:
                BuildOff(EVENT_TYPE.WILL_BUILD_OFF, this, null);
                break;
            }
        }