// Update is called once per frame
 void Update()
 {
     switch (InfluenceType)
     {
     case InfluenceType.DamageOverTime:
         if (influenceStart)
         {
             timer += Time.deltaTime;
             if (timer > LoseHealthTime)
             {
                 timer = 0f;
                 dynamicHandle.ChangeHealth(-AmountOfLoseDamage);
             }
         }
         break;
     }
 }