void Start()
        {
            SettingsFrom = GameObject.Find("Cloud Mod").GetComponent<CloudMod>();
            //Pre-Setting
            FireColor = SettingsFrom.FlameLightColor;
            FireLightIntensity = SettingsFrom.FireLightIntensity;
            FireLightRange = SettingsFrom.FireLightRange;
            FUcount = 0;

            if (!this.gameObject.GetComponent<Light>())
            {
                ThisLight = this.gameObject.AddComponent<Light>();
                ThisLight.transform.localPosition -= Vector3.up * 0.5f ;
                ThisLight.type = LightType.Point;
                ThisLight.color = FireColor;
                ThisLight.intensity = FireLightIntensity;
                ThisLight.renderMode = LightRenderMode.ForcePixel;
                ThisLight.shadowBias = 15;
                ThisLight.shadowStrength = 0.5f;
                ThisLight.range = FireLightRange;
                ThisLight.enabled = false;
                //DontDestroyOnLoad(ThisLight);
                lastFUTime = this.GetComponent<ParticleSystem>().time;
            }
            else
            {
                DestroyImmediate(this.GetComponent<ShakeLightingWholalalalalalallalala>());
            }
        }
        void Start()
        {
            SettingsFrom = GameObject.Find("Cloud Mod").GetComponent<CloudMod>();
            //Pre-Setting
            FireColor = SettingsFrom.FlameLightColor;
            ShakeMax = SettingsFrom.ShakeMax;
            ShakeMin = SettingsFrom.ShakeMin;
            FireLightIntensity = SettingsFrom.FireLightIntensity;
            Shakefrequency = SettingsFrom.Shakefrequency;
            FireLightRange = SettingsFrom.FireLightRange;

            float ScaleMag = Vector3.Magnitude(this.transform.localScale);
            FUcount = 0;

            if (!this.gameObject.GetComponent<Light>())
            {
                ThisLight = this.gameObject.AddComponent<Light>();
                ThisLight.type = LightType.Point;
                ThisLight.color = FireColor;
                ThisLight.intensity = FireLightIntensity * ScaleMag;
                ThisLight.renderMode = LightRenderMode.ForcePixel;
                ThisLight.shadowBias = 15;
                ThisLight.shadowStrength = 0.5f;
                ThisLight.range = FireLightRange * ScaleMag;
                ThisLight.enabled = false;
                lastFUTime = this.GetComponent<ParticleSystem>().time;
            }
            else
            {
                DestroyImmediate(this.GetComponent<ShakeLightingWholalalalalalallalala>());
            }
        }