IEnumerator StopEfect(float time)
    {
        yield return(new WaitForSeconds(time));

        //Debug.Log( "Finishing" );
        //GameObject.Destroy;
        //DestroyObject(gameObject);
        int i = 0;

        while (i < hitColliders.Length)
        {
            if (hitColliders[i].gameObject.CompareTag("Enemy"))
            {
                enemyController = hitColliders[i].gameObject.GetComponent <PurpMovementControllerFirstLevel>();
                enemyAnimator   = hitColliders[i].gameObject.GetComponent <Animator>();
                enemyAnimator.SetBool("Taking Damage", false);
                //enemyAnimator.enabled = true;
                //enemyController.freezed = false;
            }

            i++;
        }
        DestroyObject(particle);
        DestroyObject(gameObject);
    }
    IEnumerator StarEfect(float time)
    {
        yield return(new WaitForSeconds(time));

        //Debug.Log( "Explode" );

        hitColliders = Physics.OverlapSphere(gameObject.transform.position, JewelRadious);
        //GameObject.Destroy;
        //DestroyObject(gameObject);
        int i = 0;

        while (i < hitColliders.Length)
        {
            if (hitColliders[i].gameObject.CompareTag("Enemy"))
            {
                enemyController = hitColliders[i].gameObject.GetComponent <PurpMovementControllerFirstLevel>();
                enemyAnimator   = hitColliders[i].gameObject.GetComponent <Animator>();
                enemyAnimator.SetBool("Taking Damage", true);
                //enemyAnimator.enabled = false;
                //enemyController.freezed = true;
            }

            i++;
        }
        particle = Instantiate(particlePrefab);
        particle.transform.position = gameObject.transform.position;
    }