private void ModifyDroneBody()
        {
            CharacterBody bodyRed     = droneBodyRed.GetComponent <CharacterBody>();
            float         baseDamage  = bodyRed.baseDamage;
            float         levelDamage = bodyRed.levelDamage;

            bodyRed.baseNameToken     = "PSI_BIT_NAME";
            bodyRed.baseMoveSpeed    *= 1.3f;
            bodyRed.baseAcceleration *= 4f;
            bodyRed.baseMaxHealth    *= 1.2f;
            bodyRed.baseRegen        *= 1.2f;
            bodyRed.baseCrit          = 0f;
            bodyRed.baseDamage        = baseDamage * .7f;
            bodyRed.levelMaxHealth   *= 1.2f;
            bodyRed.levelRegen       *= 1.2f;
            bodyRed.levelCrit         = 0f;
            bodyRed.levelMoveSpeed   *= 1.3f;
            bodyRed.levelDamage       = levelDamage * .7f;
            bodyRed.portraitIcon      = assetBundle.LoadAsset <Texture>("Assets/Drones/PsiBits/Icon/PsiBitRed.png");
            CharacterBody bodyGreen = droneBodyGreen.GetComponent <CharacterBody>();

            bodyGreen.baseNameToken    = bodyRed.baseNameToken;
            bodyGreen.baseMoveSpeed    = bodyRed.baseMoveSpeed;
            bodyGreen.baseAcceleration = bodyRed.baseAcceleration;
            bodyGreen.baseMaxHealth    = bodyRed.baseMaxHealth;
            bodyGreen.baseRegen        = bodyRed.baseRegen;
            bodyGreen.baseCrit         = bodyRed.baseCrit;
            bodyGreen.baseDamage       = baseDamage * 1.4f;
            bodyGreen.levelMaxHealth   = bodyRed.levelMaxHealth;
            bodyGreen.levelRegen       = bodyRed.levelRegen;
            bodyGreen.levelCrit        = bodyRed.levelCrit;
            bodyGreen.levelMoveSpeed   = bodyRed.levelMoveSpeed;
            bodyGreen.levelDamage      = levelDamage * 1.4f;
            bodyGreen.portraitIcon     = assetBundle.LoadAsset <Texture>("Assets/Drones/PsiBits/Icon/PsiBitGreen.png");
            ModifyDroneModel(bodyRed, bodyGreen);
            ModifySkill();
            InitializeEffects();
            CharacterDeathBehavior death = bodyRed.GetOrAddComponent <CharacterDeathBehavior>();

            death.deathState = new SerializableEntityStateType(typeof(DeathState));
            death            = bodyGreen.GetOrAddComponent <CharacterDeathBehavior>();
            death.deathState = new SerializableEntityStateType(typeof(DeathState));
        }