//Acción que realizará este estado
    public override void Act(GameObject _object)
    {
        //Debug.Log(Quaternion.Angle(enem.transform.rotation, Quaternion.Euler(rotationTarget)));


        Renderer[] r = enem.GetComponentsInChildren <Renderer>();
        if (Time.fixedTime % .5 < .2)
        {
            vaARenderear = false;
        }
        else
        {
            vaARenderear = true;
        }


        foreach (var item in r)
        {
            item.enabled = vaARenderear;
        }
        //enem.transform.LookAt(rotationTarget);
    }
    //Acción que realizará este estado
    public override void Act(GameObject _object)
    {
        ///nada
        ///supongo... :v
        ///


        Renderer[] r = enem.GetComponentsInChildren <Renderer>();
        if ((Time.deltaTime * 5f) % .5 < .2)
        {
            vaARenderear = false;
        }
        else
        {
            vaARenderear = true;
        }


        foreach (var item in r)
        {
            item.enabled = vaARenderear;
        }
    }