private void OnTriggerEnter(Collider other)
    {
        //Check if enters to plate

        if (other.tag == "Plate" || other.tag == "BreakPlate")
        {
            // Add Force to Rigid to Jump
            rigid.velocity = new Vector3(0, 10, 0);

            //Get Next Plate Number
            int nextNo = other.GetComponent <Plate>().plateNo + 1;
            _animator.SetTrigger("Ground");

            if (nextNo < plateList.Length)
            {
                //Automatically Rotate to Next Plate
                FaceToNextPlate(plateList[nextNo].gameObject.transform);

                int rand = 0;

                // Set Jumping Chance wiht AI Level
                rand = UnityEngine.Random.Range(1, 3 + cpuLvl - AILevel.easy);


                if (rand == 1)
                {
                    targetPosition  = plateList[nextNo].gameObject.transform.position;
                    targetPosition += new Vector3(0, 0.5f, 0);
                }
            }
        }
        // End Plate
        else if (other.tag == "End")
        {
            rigid.isKinematic = true;
            //Land
            _animator.SetTrigger("Land");
            gameUI.AIFinished( );
        }
    }