// Update is called once per frame
    void Update()
    {
        /*
         * Thats looks much, but the function of Ice is the same as for Fire
         */

        if (player.activeMagic.ToString() == "FIRE")
        {
            //this is a flag, for the case, when player change the element, while the current element effect is not finish
            newMagic1 = true;

            //When chaning from ice to fire, set time back, deactivate ice particalt and set eementchange flag back
            if (newMagic2 != false)
            {
                timeE     = time;
                newMagic2 = false;
                player.IceParticles(false);
            }

            //When element is activated and the currentelement is the same reset duration time
            if (player.ReFreshMagic != false)
            {
                timeE = time;
                player.ReFreshMagic = false;
            }

            //activate image, partical and effects
            this.GetComponent <Image>().enabled = true;
            this.GetComponent <Image>().sprite  = myFirstImage;
            player.FireParticles(true);

            //This is only a time counter
            if (timeFlag != false)
            {
                StartCoroutine(duration());
                //Invoke("duration", 1);
            }
            else if (timeE < 1)
            {
                //When time is beow 0 deactivate everything
                magicTime.fillAmount = 1;
                this.GetComponent <Image>().enabled = false;
                player.beNeutral();
                timeE     = time;
                newMagic1 = false;
                player.FireParticles(false);
                FindObjectOfType <AudioManager>().Stop("usingMagic");
                FindObjectOfType <AudioManager>().Play("magicStop");
                ppEffects.deactivateChromaticAberrationWithFade();                //postProcessing
            }
        }
        else if (player.activeMagic.ToString() == "ICE")
        {
            newMagic2 = true;

            if (newMagic1 != false)
            {
                timeE     = time;
                newMagic1 = false;
                player.FireParticles(false);
            }

            if (player.ReFreshMagic != false)
            {
                timeE = time;
                player.ReFreshMagic = false;
            }
            this.GetComponent <Image>().enabled = true;
            this.GetComponent <Image>().sprite  = mySecondImage;
            player.IceParticles(true);

            if (timeFlag != false)
            {
                StartCoroutine(duration());
            }
            else if (timeE < 1)
            {
                magicTime.fillAmount = 1;
                this.GetComponent <Image>().enabled = false;
                player.beNeutral();
                timeE     = time;
                newMagic2 = false;
                player.IceParticles(false);
                FindObjectOfType <AudioManager>().Stop("usingMagic");
                FindObjectOfType <AudioManager>().Play("magicStop");
                ppEffects.deactivateChromaticAberrationWithFade();                //postProcessing
            }
        }
    }