// Here you pass in your skinnedMeshRenderers and can change
	// the material's color on them. Pass in the default color to go back to
	// it when vulnerable again.
	public static void MaterialColorChange(this SkinnedMeshRenderer[] mySkinnedMeshes, ColorChangeTypes colorChange, Color myDefaultColor, bool vulnerable = true)
	{
		Color newColor = myDefaultColor;
		if(colorChange == ColorChangeTypes.Is_Vulnerable)
		{
			if(!vulnerable)
				newColor = Color.cyan; // Color I use for invulnerability.
		}
		else if(colorChange == ColorChangeTypes.Healed)
			newColor = Color.green; // Heal color.

		foreach(SkinnedMeshRenderer myMesh in mySkinnedMeshes)
		{
			foreach(Material mat in myMesh.materials)
				mat.color = newColor; // Assign this color to each material.
		}
	}
	// Setup for changing color. I make the character change to a light blue
	// when they aren't vulnerable to show that.
	public void StartMaterialColorChange(float timeToChangeFor, ColorChangeTypes colorType)
	{
		// When this timer reaches 0, we will go back to our normal color
		// and be vulnerable again.
		_matOrFlashChangeTimer = timeToChangeFor;
		_matOrFlashChange = true;
		_myFlashType = FlashType.Color_Change;
		// Check MyExtensionMethods to see this method.
		mySkinnedMeshes.MaterialColorChange (colorType, _myDefaultColor, colorType == ColorChangeTypes.Is_Vulnerable && Vulnerable);
	}