public void FindNearAuxinsAlt()
    {
        List <AuxinController> aux  = new List <AuxinController>();
        List <GameObject>      tmep = new List <GameObject>();

        myAuxins.Clear();
        Collider[] hitCollider = Physics.OverlapSphere(transform.position, agentRadius);
        foreach (Collider c in hitCollider)
        {
            if (c.gameObject.tag == "Cell")
            {
                aux.AddRange(c.gameObject.GetComponent <CellController>().GetAuxins());
            }
        }
        foreach (AuxinController a in aux)
        {
            GameObject newAuxin = Instantiate(Auxin, a.position, Quaternion.identity) as GameObject;
            newAuxin.name = a.name;
            newAuxin.GetComponent <TempAuxin>().taken = a.taken;
            newAuxin.GetComponent <TempAuxin>().SetAgent(a.GetAgent());
            newAuxin.GetComponent <TempAuxin>().SetMinDistance(a.GetMinDistance());
            tmep.Add(newAuxin);
        }
        Collider[] outer = Physics.OverlapSphere(transform.position, agentRadius);
        foreach (Collider c in outer)
        {
            if (c.gameObject.tag == "Auxin")
            {
                if (c.gameObject.GetComponent <TempAuxin>().taken)
                {
                    GameObject otherAgent = c.gameObject.GetComponent <TempAuxin>().GetAgent();
                    otherAgent.GetComponent <AgentController>().myAuxins.Remove(AuxinController.GetAuxinName(c.gameObject.name));
                }
                AuxinController.GetAuxinName(c.gameObject.name).taken = true;
                AuxinController.GetAuxinName(c.gameObject.name).SetAgent(this.gameObject);
                myAuxins.Add(AuxinController.GetAuxinName(c.gameObject.name));
            }
        }
        foreach (GameObject g in tmep)
        {
            Destroy(g);
        }
    }
 //add a new auxin on myAuxins
 public void AddAuxin(AuxinController auxin)
 {
     myAuxins.Add(auxin);
 }