// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
    override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        enemy.LookAtPlayer();

        if (enemy.isFrog == false)
        {
            animator.transform.position = Vector2.MoveTowards(animator.transform.position, playerPos.position, speed * Time.deltaTime);
        }
        else if (enemy.isTouchingGround == true)
        {
            enemy.Jump();
        }
    }