void OnTriggerStay(Collider col)
    {
        if (col.tag != "Player" || !player.moveSettings.anim.GetCurrentAnimatorStateInfo(0).IsName("Charge"))
        {
            return;
        }

        float checkDirection = Vector3.Dot(transform.forward, player.transform.forward);

        if (Mathf.Abs(checkDirection) > 0.6f)
        {
            float dir = checkDirection / Mathf.Abs(checkDirection);
            transform.Rotate(transform.forward * dir, 15.0f, Space.Self);
            Destroy(this.gameObject);
            sound.BreakWall(i);
            GameObject exp = Instantiate(explosionPrefab, transform.position + player.transform.forward, transform.rotation) as GameObject;
            for (int j = 0; j < exp.transform.childCount; j++)
            {
                exp.transform.GetChild(j).GetComponent <Renderer>().material = mat;
            }
            //Instantiate(Resources.Load("rubble"), transform.position, transform.rotation);
        }
    }