// Update is called once per frame
    void Update()
    {
        //this.transform.Translate(new Vector2(direction.x * Random.Range(speedXMin, speedXMax),
        //                                   direction.y * Random.Range(speedYMin, speedYMax)));
        PixelMover.Move(this.transform, direction.x * Random.Range(speedXMin, speedXMax), direction.y * Random.Range(speedYMin, speedYMax));

        //if(animation.GetCurrentAnimatorStateInfo(0).IsName("FloorSmoke"))
        //{
        //    Destroy(gameObject);
        //}
    }
    // Update is called once per frame
    void FixedUpdate()
    {
        /* *
         * Get direction from actor to player and apply speed to it
         * */
        if (State == FOLLOW)
        {
            Vector2 pd = new Vector2(player.transform.position.x - this.transform.position.x,
                                     player.transform.position.y - this.transform.position.y);
            pd.Normalize();
            velocity = new Vector2(pd.x * speed, pd.y * speed);
        }
        else
        {
            velocity = new Vector2(0, 0);
        }

        /* *
         * Apply Flocking Behaviour!
         * */
        GameObject[] enemies = GameObject.FindGameObjectsWithTag("Enemy");

        Vector2 alignment  = ComputeAlignment(enemies, this.gameObject);
        Vector2 cohesion   = ComputeCohesion(enemies, this.gameObject);
        Vector2 separation = ComputeSeparation(enemies, this.gameObject);

        velocity.x += alignment.x * alignmentWeight +
                      cohesion.x * cohesionWeight +
                      separation.x * separationWeight;
        velocity.y += alignment.y * alignmentWeight +
                      cohesion.y * cohesionWeight +
                      separation.y * separationWeight;

        /* *
         * Set Direction of the actor based on it's veloity
         * */
        direction.x = WolfMath.Sign(velocity.x);
        direction.y = WolfMath.Sign(velocity.y);


        PixelMover.Move(this.transform, velocity.x / 2, velocity.y / 2);
        SetAnimation();
    }
 private void moveActor()
 {
     //this.transform.Translate(velocity);
     PixelMover.Move(this.transform, velocity.x, velocity.y);
 }