void OnTriggerExit(Collider other)
 {
     if ((other.gameObject.tag == "EnemyEnergyPulse") && (other.gameObject.tag == "AllyEnergyPulse"))
     {
         energyPulse_Script energyPulse = other.gameObject.GetComponent <energyPulse_Script>();
         energyPulse.setDontCollid(false);
     }
 }
        void createPulse()
        {
            if (unitOwner == 1)
            {
                GameObject         energyPulseGO       = Instantiate(allyEnergyPulsePrefab, gameObject.transform);
                energyPulse_Script energyPulseGoScript = energyPulseGO.GetComponent <energyPulse_Script>();
                energyPulseGoScript.setTarget(targetCurrent);
                energyPulseGoScript.setOwner(unitOwner);
            }

            if (unitOwner == -1)
            {
                GameObject         energyPulseGO       = Instantiate(enemyEnergyPulsePrefab, gameObject.transform);
                energyPulse_Script energyPulseGoScript = energyPulseGO.GetComponent <energyPulse_Script>();
                energyPulseGoScript.setTarget(targetCurrent);
                energyPulseGoScript.setOwner(unitOwner);
            }
        }