private void Update()
 {
     forwardIsBlocked = false;
     Collider[] colliders = Physics.OverlapBox(transform.position + transform.forward + Vector3.up * 0.6f, Vector3.one * 0.25f, Quaternion.identity, colliderMask.value);
     forwardIsBlocked = colliders.Length > 0;
     box = null;
     foreach (Collider coll in colliders)
     {
         box = coll.gameObject.GetComponent <Rigidbody>();
         if (box)
         {
             break;
         }
     }
     paintStain = null;
     colliders  = Physics.OverlapBox(transform.position, Vector3.one * 0.25f, Quaternion.identity, paintMask.value);
     foreach (Collider coll in colliders)
     {
         paintStain = coll.gameObject.GetComponent <PaintStain>();
         if (paintStain != null)
         {
             break;
         }
     }
     paintStainForward = null;
     colliders         = Physics.OverlapBox(transform.position + transform.forward, Vector3.one * 0.25f, Quaternion.identity, paintMask.value);
     foreach (Collider coll in colliders)
     {
         paintStainForward = coll.gameObject.GetComponent <PaintStain>();
         if (paintStainForward != null)
         {
             break;
         }
     }
 }
    public override IEnumerator Execute(Robot robot)
    {
        Vector3 paintPos = robot.transform.position + robot.transform.forward;

        paintPos.y += 0.01f;
        yield return(new WaitForSeconds(0.5f));

        if (robot.paintStainForward != null)
        {
            if (color != StatesColorType.None)
            {
                robot.paintStainForward.Paint(color);
            }
            else
            {
                GameObject.Destroy(robot.paintStainForward.gameObject);
            }
        }
        else
        {
            if (color != StatesColorType.None)
            {
                GameObject go = GameObject.Instantiate(Resources.Load <GameObject>("PaintStain"), paintPos, Quaternion.Euler(90, 0, 0));
                PaintStain ps = go.GetComponent <PaintStain>();
                ps.Paint(color);
            }
        }
    }