private IEnumerator MeleeAttack(float meleeInterval)
    {
        if (_canMelee)
        {
            _canMelee = false;
            _attackAnimator.SetTrigger("MeleeAttack");
            FindObjectOfType <SoundManager>().Play("MeleeAttack");
            Collider2D[] hitList = Physics2D.OverlapCircleAll(
                _attackPoint.position,
                _attackRange
                );
            StartCoroutine(VibratePad(0.2f, 0.1f));

            foreach (Collider2D hit in hitList)
            {
                if (hit.tag == "ENEMY")
                {
                    _enemyDamage = hit.gameObject.GetComponent <EnemyRobotDamage>();
                    _enemyDamage.DestroyEnemy(_enemyDamage.gameObject);
                    StartCoroutine(VibratePad(1.0f, 0.3f));
                }
            }
            yield return(new WaitForSeconds(meleeInterval));

            _canMelee = true;
        }
    }
    private IEnumerator Shoot()
    {
        FindObjectOfType <SoundManager>().Play("GunAttack");
        RaycastHit2D hit = Physics2D.Raycast(_attackAim.position, _attackAim.transform.up);

        if (hit)
        {
            _enemyDamage = hit.transform.GetComponent <EnemyRobotDamage>();
            _enemyDamage.DestroyEnemy(_enemyDamage.gameObject);
            StartCoroutine(VibratePad(1.0f, 0.3f));
        }
        CreateGunTracer(_attackAim.localPosition, Vector2.up * 100);
        _lineRenderer.enabled = true;
        yield return(new WaitForSeconds(0.02f));

        _lineRenderer.enabled = false;
    }