void ResetTarget()
    {
        //timerToShot = 0f;

        if (targetLoadShot)
        {
            Destroy(targetLoadShot);
        }

        RaycastHit2D ray = Physics2D.Raycast(transform.position, Vector2.right, distanceToRight, rayToCloseEnemy);

        if (ray.collider && (moveState != MoveState.OnChangeUp || moveState != MoveState.OnChangeDown))
        {
            var movableObject = ray.collider.GetComponent <MovableObject>();

            if (movableObject == null)
            {
                return;
            }

            if (movableObject.transform.position.x - transform.position.x <= 0)
            {
                movableObject.gameObject.layer = layerDefault;
                target = null;
                return;
            }

            target = movableObject;

            timeToShot = movableObject.myParams.strength.val;

            targetLoadShot = Instantiate(loadShot, target.transform);
        }
        else
        {
            target     = null;
            timeToShot = defaultTimeToShot;
            playerAnimatorController.SetShotting(false);
        }
    }