void OnTriggerEnter(Collider other)
    {
        print("Trigger Enter Triggered. Other is: " + other.ToString());
        if (other.gameObject != null)
        {
            //If the object we're colliding with is a unitSelection bubble... - Moore
            UnitSelection usScript = other.transform.parent.GetComponent <UnitSelection>();
            if (usScript != null)
            {
                //Then we add ourselves to the selection and start following the player. But only if we're not a player.
                if (shipType != ShipType.Alpha && shipType != ShipType.Node)
                {
                    CommandHandler.OnCommand += HandleCommandEvent;
                    UnitSelection.OnDeselect += HandleDeselectEvent;
                    isSelected = true;
                    state      = State.FollowPlayer;
                    UpdateStatusIndicator();
                }
            }

            //If the object we're colliding with is a Resonator AoE bubble... - Moore
            ResonatorEffectAreaBehavior reab = other.GetComponent <ResonatorEffectAreaBehavior>();
            if (reab != null)
            {
                print("Trigger Entered. 'Other' is: " + reab.ToString());
                reab.OnResonanceChange += SetRateModifer;
                print(rateModifier);
            }
        }
    }
 void OnTriggerExit(Collider other)
 {
     if (other.gameObject != null)
     {
         //If the object we're colliding with is a Resonator AoE bubble... - Moore
         ResonatorEffectAreaBehavior reab = other.GetComponent <ResonatorEffectAreaBehavior>();
         if (reab != null)
         {
             //Then we add ourselves to the selection and start following the player. But only if we're not a player.
             if (shipType != ShipType.Alpha)
             {
                 reab.OnResonanceChange -= SetRateModifer;
                 RateModifier            = 1f; //Reset the rate modifer immediately after we stop listening. - Moore
             }
         }
     }
 }
 // Use this for initialization
 void Start()
 {
     gun  = GetComponent <GenericUnitBehavior>();
     reab = GetComponentInChildren <ResonatorEffectAreaBehavior>();        //Unlike the reab in the Generic Unit Behavior, this refers to our own reab, not one from a collision. - Moore
 }
 // Use this for initialization
 void Start()
 {
     gun = GetComponent<GenericUnitBehavior>();
     reab = GetComponentInChildren<ResonatorEffectAreaBehavior>(); //Unlike the reab in the Generic Unit Behavior, this refers to our own reab, not one from a collision. - Moore
 }