public void GoInvisible()
 {
     IsInvis          = true;
     collider.enabled = false;
     currentStatus    = EntityStatusState.Invis;
     for (int i = 0; i < renderers.Length; i++)
     {
         renderers[i].material = invisMaterial;
     }
 }
 public void UnInvisible()
 {
     IsInvis          = false;
     collider.enabled = true;
     currentStatus    = EntityStatusState.Normal;
     for (int i = 0; i < renderers.Length; i++)
     {
         renderers[i].material = defaultMaterial[i];
     }
 }
 // Called when the entity dies
 public virtual void Die()
 {
     if (mc != null)
     {
         mc.CanMove = false;
     }
     currentStatus    = EntityStatusState.Dead;
     collider.enabled = false;
     anim.SetTrigger("Dead");
 }