IEnumerator Repair()
    {
        ant1.SetActive(true);
        ant2.SetActive(true);
        ant3.SetActive(true);
        while (_repairState <= 1.0f)
        {
            _repairState += repairSpeed;
            float _repairPercentage = _repairState * 100;
            //repairTextStatus.text = _repairPercentage.ToString();
            yield return(new WaitForSeconds(0.15f));

            if (_repairState > 0.33 && _repairState < 0.66)
            {
                GetComponentInChildren <SpriteRenderer>().sprite = halfState;
            }
            else if (_repairState > 0.66)
            {
                GetComponentInChildren <SpriteRenderer>().sprite = quarterState;
            }
        }
        if (_repairManager.repairQueue.Count > 0)
        {
            _repairManager.repairQueue.Dequeue();
        }
        //repairTextStatus.text = "Not repairing";
        // send message to event manager that repair is complete
        _repairManager.RepairNextObject();
        Destroy(gameObject);
    }