public void Hurt(int damage, float force, Transform obj)
    {
        // show healthbar
        canvas.enabled = true;
        // minus current health by damage
        mCurrentHealth -= damage;
        SetHealth();

        DamagePopUp.CreateEnemy(transform.position, damage);

        // animate hurt animation
        FindObjectOfType <AudioManager>().Play("Hurt");
        animator.SetTrigger("Hurt");
        StartCoroutine(Knockback(knockbackDuration, obj, force));
        // if current drop below 0, play die animation and set enable to boc collider and scripts to
        // false
        if (mCurrentHealth <= 0)
        {
            Die();
            if (enemySpawner != null)                                     // if was spawned by an enemySpawner
            {
                enemySpawner.GetComponent <EnemySpawner>().ifEnemyDied(); // run ifEnemyDied
            }
        }
    }
    IEnumerator DamageOverTimeCoroutine(int damageAmount, int damageTime)
    {
        isPoisoned = true;
        while (damageTime > 0)
        {
            mRenderer.color = Color.green;
            mCurrentHealth -= damageAmount;
            SetHealth();
            DamagePopUp.CreateEnemy(transform.position, damageAmount);
            if (mCurrentHealth < 1)
            {
                mRenderer.color = Color.white;
                Die();
            }
            yield return(new WaitForSecondsRealtime(0.25f));

            mRenderer.color = Color.white;
            yield return(new WaitForSecondsRealtime(0.75f));

            damageTime--;
        }
        isPoisoned = false;
    }