public void BallWasThrown()
 {
     if (CellMoveState == CellMotionState.Neutral)
     {
         CellMoveState = CellMotionState.wasThrownFromHand;
     }
 }
        public void BallWasFired()
        {
            if (CellMoveState == CellMotionState.Neutral)
            {
                CellMoveState = CellMotionState.wasShotFromWeapon;
            }

            LocationOfTheCell = CellState.IsInAir;
        }
                      frameRate = 1f / 60f; //!the current frame rate (this needs to be adjusted to a value the is given by the Unity Engine)



        // Use this for initialization
        void Start()
        {
            Controls = FindObjectOfType <RaydraControls>(); //initialize the controls
            Rigidbody gr = this.GetComponent <Rigidbody>();

            Gravity = 40; //the drag will determine how a

            ThePlayer = FindObjectOfType <RaydraPlayerz>();

            X8Animator = ThePlayer.GetComponent <Animator>();
            StateInfo  = X8Animator.GetCurrentAnimatorStateInfo(0);
            X8Animator.SetBool("ThrowBall", false);
            LocationOfTheCell = CellState.IsInHand;
            CellMoveState     = CellMotionState.Neutral;
            // Update is called once per frame
        }
        void OnTriggerEnter(Collider entity)
        {
            //      Debug.Log("ball Hit");

            //if the ball touched the player change the state of the cell
            if (entity != null)
            {
                if (entity.tag == "Player" || entity.tag == "InnerGoal" || entity.tag == "Enemy") //if the cell collided with player Change the state of the cell
                {
                    if (LocationOfTheCell == CellState.IsInAir || LocationOfTheCell == CellState.IsOnGround)
                    {
                        X8Animator        = entity.gameObject.GetComponent <Animator>();
                        LocationOfTheCell = CellState.IsInHand;
                        ThePlayer.PlayerBallPossessionState = BallPossessionState.HasBall;
                        CellMoveState = CellMotionState.Neutral; //ball is in the neutral position
                        if (ThePlayer.CheckPlayerThrowingBall())
                        {
                            Debug.Log("Time is " + StateInfo.normalizedTime.ToString());
                        }
                    }
                }
            }
        }