private void EnemyInformation_CharacterStateChanged(object sender, CharacterStateChangedEventArgs args)
    {
        if (args.NewState == CharacterState.Dead)
        {
            turretInformation.CharacterStateChanged -= EnemyInformation_CharacterStateChanged;
            Instantiate(DestroyedTurret, transform.position, transform.rotation);
            GameObject towergib = Instantiate(TowerGunGib, transform.position + Vector3.up * 4f, transform.rotation) as GameObject;
            towergib.GetComponent<Rigidbody>().AddForce(new Vector3(Random.Range(-200f,200f),Random.Range(-200f,200f),Random.Range(-200f,200f)));
            towergib.GetComponent<Rigidbody>().AddTorque(Vector3.one * 200f);

            Instantiate(Explosion, transform.position, Quaternion.identity);
            Destroy(gameObject);
        }
    }
 private void PlayerInformation_CharacterStateChanged(object sender, CharacterStateChangedEventArgs args)
 {
     if (GodMode)
         state = CharacterState.Alive;
 }
 private void EnemyInformation_CharacterStateChanged(object sender, CharacterStateChangedEventArgs args)
 {
     if (args.NewState == CharacterState.Dead)
     {
         droidInformation.CharacterStateChanged -= EnemyInformation_CharacterStateChanged;
         Instantiate(DestroyedDroid, transform.position, transform.rotation);
         Instantiate(Explosion, transform.position, Quaternion.LookRotation(Vector3.up));
         Destroy(gameObject);
     }
 }