override protected void FireResponse()
 {
     if (Stims.Contains(Stimulant.Fire))
     {
         return;                                             // Already on fire
     }
     GetComponent <MeshRenderer>().material.color = albedoOnFire;
     StartCoroutine(addStimDelayed(timeUntilFireContagion, Stimulant.Fire));
 }
 override protected void WaterResponse()
 {
     GetComponent <MeshRenderer>().material.color = initialAlbedo;
     Stims.Remove(Stimulant.Fire);
     StopCoroutine("addStimDelayed");                // Temporary - Stops delayed Fire stim but also all other delays
 }
 private void UseStims(Stims stims)
 {
     _player.Health += stims.PlusHealth;
     _player.Lives  += stims.ReviveChip;
 }