public void EnemyScale(AIActor aiActor, Vector2 ScaleVector)
        {
            aiActor.transform.localScale = ScaleVector.ToVector3ZUp(1f);
            aiActor.HasShadow            = false;
            // aiActor.CorpseObject.transform.localScale = actorSize.ToVector3ZUp(1f);
            int cachedLayer        = aiActor.gameObject.layer;
            int cachedOutlineLayer = cachedLayer;

            aiActor.gameObject.layer = LayerMask.NameToLayer("Unpixelated");
            cachedOutlineLayer       = SpriteOutlineManager.ChangeOutlineLayer(aiActor.sprite, LayerMask.NameToLayer("Unpixelated"));

            if (aiActor.specRigidbody)
            {
                SpeculativeRigidbody specRigidbody = aiActor.GetComponent <SpeculativeRigidbody>();
                // if (specRigidbody == null) { return; }
                specRigidbody.transform.localScale = ScaleVector.ToVector3ZUp(1f);
                for (int i = 0; i < specRigidbody.PixelColliders.Count; i++)
                {
                    specRigidbody.PixelColliders[i].Regenerate(specRigidbody.transform, true, true);
                }
                specRigidbody.UpdateCollidersOnScale = true;
                specRigidbody.RegenerateColliders    = true;
                specRigidbody.ForceRegenerate(true, true);
                specRigidbody.RegenerateCache();
            }
            ChaosUtility.CorrectForWalls(aiActor);
            // aiActor.procedurallyOutlined = true;
            // aiActor.SetOutlines(true);
        }