public override void OnUseItem(InventorySlotBehaviour inventorySlotBehaviour)
        {
            if (_healthBehaviour.Value < _healthBehaviour.MaxHealth)
            {
                _isUsed = true;

                _healthBehaviour.Value += IncreaseValue;
                AudioManager.Play(healthSFX, AudioCategory.Effect);
                inventorySlotBehaviour.PlayAnimation("InventorySlotBounceExpand");
                inventorySlotBehaviour.DropItem();
                Destroy(gameObject);
            }
        }
        public override void OnUseItem(InventorySlotBehaviour inventorySlotBehaviour)
        {
            if (_playerHealthBehaviour.Value < _playerHealthBehaviour.MaxHealth)
            {
                _isUsed = true;

                _playerHealthBehaviour.Value += IncreaseValue;
                AudioManager.Play(healthSFX, AudioCategory.Effect, 1.0f);
                inventorySlotBehaviour.PlayAnimation("InventorySlotBounceExpand");
                inventorySlotBehaviour.DropItem();

                // emit health event so tutorial room unlocks
                EventManager.Emit(new HealthChangedEventArgs
                {
                    GameObject = gameObject,
                    OldValue   = 0,
                    NewValue   = 0,
                });

                Destroy(gameObject);
            }
        }