/// <summary>
    ///		Helper method for processing a memento pulse event. Notifies enemies
    ///			near the pulse, and instantiates the pulse prefab
    /// </summary>
    /// <param name="memento"> GameObject: the memento causing the pulse </param>
    /// <param name="isPlayerPulse"> bool: is the pulse caused by the player power? false if caused by memento timer </param>
    public void OnMementoPulse(GameObject memento, bool isPlayerPulse)
    {
        float radius = isPlayerPulse ? PLAYER_PULSE_RADIUS : MEMENTO_PULSE_RADIUS;

        if (PULSE_EFFECT != null)
        {
            GameObject pulse = GameObject.Instantiate(PULSE_EFFECT);
            pulse.transform.position = memento.transform.position;

            /* CB: pulse now has its own script. We can set the max size and speed there */
            ScaleThenDestroy script = pulse.GetComponent <ScaleThenDestroy>();
            script.MAX_DISTANCE    = radius;
            script.EXPANSION_SPEED = PULSE_TIME;
        }
        else
        {
            Debug.Log("<color=blue>Memento Warning: Memento pulse lacks the pulse prefab!");
        }
        EnemyController[] enemies = _patrolManager.GetClosestEnemies(memento.transform.position, radius);
        foreach (EnemyController enemy in enemies)
        {
            enemy.OnMementoPulse(memento);
        }
    }