private void Update()
        {
            if (!_isAlive)
            {
                _face = Dead;
            }
            else if (_isFiring)
            {
                _face = Fire;
            }
            else if (_isZoomed)
            {
                _face = Zoom;
            }
            else
            {
                _face = Default;
            }

            var d = 8;

            Util.Lerp(ref _interpolatedFace.A, _face.A, d);
            Util.Lerp(ref _interpolatedFace.Angry, _face.Angry, d);
            Util.Lerp(ref _interpolatedFace.CloseEyes, _face.CloseEyes, d);
            Util.Lerp(ref _interpolatedFace.E, _face.E, d);
            Util.Lerp(ref _interpolatedFace.M, _face.M, d);
            Util.Lerp(ref _interpolatedFace.Aim, _face.Aim, d);
            Util.Lerp(ref _interpolatedFace.AngryMouth, _face.AngryMouth, d);
            Util.Lerp(ref _interpolatedFace.Happy, _face.Happy, d);
            Util.Lerp(ref _interpolatedFace.HappyEyes, _face.HappyEyes, d);
            Util.Lerp(ref _interpolatedFace.O, _face.O, d);

            if (Mesh == null)
            {
                return;
            }

            var renderer = Mesh.GetComponent <SkinnedMeshRenderer>();

            if (renderer == null)
            {
                return;
            }

            renderer.SetBlendShapeWeight(0, _interpolatedFace.A);
            renderer.SetBlendShapeWeight(1, _interpolatedFace.Angry);
            renderer.SetBlendShapeWeight(2, _interpolatedFace.CloseEyes);
            renderer.SetBlendShapeWeight(3, _interpolatedFace.E);
            renderer.SetBlendShapeWeight(4, _interpolatedFace.M);
            renderer.SetBlendShapeWeight(5, _interpolatedFace.Aim);
            renderer.SetBlendShapeWeight(6, _interpolatedFace.AngryMouth);
            renderer.SetBlendShapeWeight(7, _interpolatedFace.Happy);
            renderer.SetBlendShapeWeight(8, _interpolatedFace.HappyEyes);
            renderer.SetBlendShapeWeight(9, _interpolatedFace.O);
        }