void OnTriggerEnter(Collider other)
    {
        bool isAlive = GetComponent <LifeBar>().GetIsAlive();

        if (!isAlive && battery)
        {
            wearing = false;
            battery.GetComponent <Collider>().enabled = true;
            battery = null;
        }

        // Collect battery
        if (other.gameObject.CompareTag("Battery") && !wearing && isAlive)
        {
            battery = other.gameObject;
            animator.SetTrigger("catching");
            audioController.audioTake.Play();
            wearing = true; // TODO remove and start wearing at animation catch event
            battery.GetComponent <Collider>().enabled = false;
        }

        // Put battery in chamber
        if (other.gameObject.CompareTag("Chamber") && wearing && isAlive)
        {
            animator.SetTrigger("catching");
            audioController.audioWin.Play();
            wearing = false;
            battery.GetComponent <Collider>().enabled = false;
            battery.transform.position = other.transform.position + Vector3.up;
            battery = null;
            batterySpawner.StartRespawn();
            points += gi.scoreParCapture;
            if (points >= gi.scoreLimit)
            {
                GameObject.FindGameObjectWithTag("WinCanvas").GetComponent <ActivateWin>().WinScreen(GetComponent <PlayerManager>().playerId);
            }
        }
    }