public void BeginExplosion()
    {
        Invoke("ActivateExplosionCollider", explosionColliderActivationDelay);
        grenadeSource.Stop();
        currentGrenadeState = grenadeState.Exploding;
        explosionObject.SetActive(true);
        grenadeSource.PlayOneShot(grenadeExploding);
        bombMesh.SetActive(false);
        bombRigidbody.isKinematic = true;
        this.gameObject.transform.localEulerAngles = Vector3.zero;

        Destroy(this.gameObject, 2.5f);
    }
    public void ActivateGrenade()
    {
        //*** Left Trigger Pull
        //OVRInput.Get(OVRInput.RawButton.LHandTrigger)

        if (grabbbleExplosive.grabbedBy.name == grabberLeftName)
        {
            if (OVRInput.Get(OVRInput.RawButton.LIndexTrigger) == true && currentGrenadeState == grenadeState.Inactive)
            {
                currentGrenadeState = grenadeState.Active;
                Armgrenade();
                OVRInput.SetControllerVibration(1f, .7f, OVRInput.Controller.LTouch);
                Invoke("BeginExplosion", explosionDelay);
                StopControllerVibration(true, .1f);
            }

            /*if (OVRInput.Get(OVRInput.RawButton.LIndexTrigger) == true
             *  && firedWeapon == true)
             * {
             *  firedWeapon = false;
             *  FireLaser();
             * }*/
        }

        //*** Right Trigger Pull
        if (grabbbleExplosive.grabbedBy.name == grabberRightName)
        {
            if (OVRInput.Get(OVRInput.RawButton.RIndexTrigger) == true && currentGrenadeState == grenadeState.Inactive)
            {
                currentGrenadeState = grenadeState.Active;
                Armgrenade();
                OVRInput.SetControllerVibration(1f, .7f, OVRInput.Controller.RTouch);
                Invoke("BeginExplosion", explosionDelay);
                StopControllerVibration(false, .1f);
            }

            /*if (OVRInput.Get(OVRInput.RawButton.RIndexTrigger) == true && firedWeapon == true)
             * {
             *  firedWeapon = false;
             *  FireLaser();
             * }*/
        }
    }