public override void HandleCollide(NetSyncObj nObj)
    {
        Debug.Log ("Received trigger enter message, collider ID: " + ID + ", obj ID: " + nObj.ID);

        ActorStatus status = nObj.GetComponent<ActorStatus>();
        if(status != null){
            OneTimeDamageFx fx = (OneTimeDamageFx) status.gameObject.AddComponent("OneTimeDamageFx");
            fx.applyForceOnDeath = applyForceOnDeath;
            fx.explosionPosition = explosionPosition.position;
            fx.explosionForce = explosionForce;
            fx.explosionRadius = explosionRadius;
            fx.damage = damage;

            KnockbackFx fx2 = (KnockbackFx) status.gameObject.AddComponent ("KnockbackFx");
            fx2.curve = motionCurve;
            fx2.initialMotion = (-motionOrigin.position + nObj.transform.position).normalized;

            status.AttachStatusEffects(fx, fx2);
        }
    }
 public virtual void HandleCollide(NetSyncObj obj)
 {
     Debug.LogError("Unhandled collide msg");
 }