void SetFalling()
 {
     foreach (Collider c in GetComponentsInChildren <Collider>())
     {
         c.enabled   = true;
         c.isTrigger = true;
         if (c.GetComponent <Rigidbody>())
         {
             c.GetComponent <Rigidbody>().useGravity = true;
         }
     }
     GetComponentInChildren <WeaponInfo>().Falling();
     timer = Time.time + fallTime;
     state = DecayState.FALLING;
 }
 public void Activate()
 {
     timer = decayTime + Time.time;
     state = DecayState.DEAD;
 }