void PlayerControls()
    {
        // use speed to scale up or down our speed
        float spd = Input.GetButton("Fire3") ? RunSpeed : WalkSpeed;

        // get a ref to movement, using the player's directions right & forward, but the inverse of that since the player is facing the inverse direction of the camera by looking at it, then scale that by the horizontal & vertical inputs, as well as speed & deltatime
        Vector3 move = (player.transform.forward * -Input.GetAxisRaw("Vertical") + player.transform.right * -Input.GetAxisRaw("Horizontal")).normalized;

        playerRB.velocity = new Vector3(playerRB.velocity.x * 0.5f, playerRB.velocity.y, playerRB.velocity.z * 0.5f);

        // If we aren't chatting
        if (DialogueSystem.state == DialogueSystem.State.Finished)
        {
            // Move our player's rigidbody
            playerRB.AddForce(move * spd * Time.deltaTime, ForceMode.VelocityChange);

            // Press jump to make our player jump
            if (Input.GetButtonDown("Jump"))
            {
                /*if(Physics.Raycast(player.transform.position + new Vector3(0,feet,0), Vector3.down, out RaycastHit hit, 0.25f, GroundLayer))
                 * {
                 *  playerRB.AddForce(Vector3.up * JumpForce , ForceMode.Impulse);
                 * }*/
                Collider[] hits = Physics.OverlapBox(player.transform.position + new Vector3(0, feet.x, 0), new Vector3(feet.y, feet.z, feet.w), player.transform.rotation, GroundLayer);
                if (hits.Length > 0)
                {
                    playerRB.AddForce(Vector3.up * JumpForce, ForceMode.Impulse);
                }
            }
        }
        //
        if (currentDialogue != null)
        {
            if (Input.GetKeyDown(KeyCode.Z) && currentDialogue.willTalk)
            {
                int which = -1;

                for (int i = 0; i < currentDialogue.convo.Length; i++)
                {
                    if (currentDialogue.convo[i].match == currentDialogue.progress)
                    {
                        which = i;
                    }
                }

                if (which >= 0)
                {
                    DialogueSystem.Chat(currentDialogue.convo[which].lines, currentDialogue.convo[which].action);
                }
            }
        }
    }