private IEnumerator DeleteEnemy()
    {
        yield return(new WaitForSeconds(3.5f));

        room.EnemyDeath(this.GetComponent <BehaviorTree>());
    }
 private void Dissolve()
 {
     material.Value.DOFloat(1, "_dissolveValue", 3.5f).OnComplete(() => { room.EnemyDeath(this.GetComponent <BehaviorTree>()); });
 }