override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        if (m_unit.GetTargetUnits() == null)
        {
            return;
        }

        foreach (GameObject soldier in m_unit.GetTargetUnits())
        {
            if (soldier.GetComponent <UnitBase>().IsDie())
            {
                continue;
            }

            float distance = Vector2.Distance(soldier.transform.position, m_transform.position);

            if (distance <= m_unit.GetMonsterData().attackRange)
            {
                animator.SetBool("IsInRange", true); return;
            }
            else if (distance <= detectDistance)
            {
                m_unit.SetMainTarget(soldier);
                animator.SetBool("IsMove", true); return;
            }
        }
    }
 override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     m_unit         = animator.GetComponent <MonsterUnit>();
     m_transform    = animator.GetComponent <Transform>();
     m_soldierUnits = m_unit.GetTargetUnits();
 }