// Update is called once per frame
    void Update()
    {
        // check if we have to change the state
        if (currentEyeState != EyeManager.eyeState) {
            switch (EyeManager.eyeState) {
                case EyeManager.E_EyeEquiped.Blind:
                case EyeManager.E_EyeEquiped.Normal:
                    UpdateBlindNormalState();
                    break;
                case EyeManager.E_EyeEquiped.Kid:
                    UpdateKidState();
                    break;
                default:
                    Debug.Log("The game object: " + ToString() + " is in an invalid state.");
                    Debug.Break();
                    break;
            }

            // update the current eye's state
            currentEyeState = EyeManager.eyeState;
        }
    }
 // Use this for initialization
 void Start()
 {
     currentEyeState = EyeManager.E_EyeEquiped.Normal;//EyeManager.E_EyeEquiped.Blind;
 }