// Change element of the torch when it is interacted with
    void OnCollisionEnter(Collision collision)
    {
        /*if (collision.gameObject.tag == "Bullet")
         * {
         * isActive = true;
         * }*/

        if (collision.gameObject.tag == "Fire")
        {
            if (currentElement == ElementActive.None && (elementRequired == ElementMode.Any || elementRequired == ElementMode.Fire))
            {
                currentElement = ElementActive.Fire;
            }
            else if (currentElement == ElementActive.Water)
            {
                currentElement = ElementActive.None;
            }
        }
        else if (collision.gameObject.tag == "Water")
        {
            if (currentElement == ElementActive.None && (elementRequired == ElementMode.Any || elementRequired == ElementMode.Water))
            {
                currentElement = ElementActive.Water;
            }
            else if (currentElement == ElementActive.Fire)
            {
                currentElement = ElementActive.None;
            }
        }
    }
    // Use this for initialization
    void Start()
    {
        isActive       = false;
        currentElement = ElementActive.None;
        fireMaterial   = Resources.Load("Materials/Fire", typeof(Material)) as Material;
        waterMaterial  = Resources.Load("Materials/Water", typeof(Material)) as Material;

        this.transform.Find("Element").gameObject.SetActive(false);
    }