// If AI dies, reset and set inactive until time to respawn
 public void fullReset()
 {
     Debug.Log("HERE");
     animController.reset();
     movement.reset();
     state        = aiState.ALIVE;
     ableToSpawn  = false;
     respawnTimer = respawnTimeInSecs;
     currHealth   = maxHealth;
     GetComponentInChildren <Renderer>().enabled = false;
     foreach (Collider col in GetComponents <Collider>())
     {
         col.enabled = false;
     }
     GetComponent <NavMeshAgent>().enabled  = false;
     GetComponent <Rigidbody>().isKinematic = true;
     Debug.Log("HERE2");
 }