public void ApplyDamage( DamageData _damageData )
        {
            if( m_timerGodMode <= 0 )
            {
                m_timerGodMode = GodModeTimer;
                m_lastDamageData = _damageData;

                //AudioSource.PlayClipAtPoint(SoundLibController.GetInstance().GetSound("hurtEnemy_00"), transform.position);

                Health-=_damageData.Quantity;
                if( Health <= 0 )
                {
                    Destroy( gameObject );
                    if( FXDeathPrefab )
                    {
                        GameObject fxDeath = Instantiate( FXDeathPrefab, transform.position, FXDeathPrefab.transform.rotation ) as GameObject;
                        Destroy( fxDeath, 3f);
                    }
                    if( RandomDrop )
                    {
                        Instantiate( RandomDrop, transform.position, transform.rotation );
                    }
                }
            }
        }
 public static void ApplyDamage( GameObject _obj, float _quantity, Vector2 _force = default(Vector2), eDmgType _type = eDmgType.NORMAL )
 {
     DamageData damageData = new DamageData(){ Quantity = _quantity, Force = _force, Type = _type };
     damageData.ApplyDamage( _obj );
 }