public void CoolDown()
 {
     for (int i = 0; i < abilityLength; i++)
     {
         if (ability[i] != null)
         {
             ability[i].AbilityCoolDown.CoolDown();
             if (!ability [i].AbilityCoolDown.CanUse)
             {
                 int      j    = i + 1;
                 Animator anim = GameObject.Find("Ability" + j).GetComponent <Animator> ();
                 if (!anim.GetBool("isInCooldown"))
                 {
                     anim.SetBool("isInCooldown", true);
                     anim.speed = (17.0f / 60) / AbilityUtils.getAbilityCooldown(ability [i]);
                 }
             }
             else
             {
                 int      j    = i + 1;
                 Animator anim = GameObject.Find("Ability" + j).GetComponent <Animator> ();
                 anim.SetBool("isInCooldown", false);
             }
         }
     }
 }