//void Fall()
    //{
    //    if(!isGrounded)
    //        {
    //            state_ = PlayerState.STATE_FALLING;
    //
    //        }
    //}

    void DrawDebugRays(bool active)
    {
        if (active)
        {
            Vector3 forward = transform.TransformDirection(Vector3.right) * 5;
            Vector3 down    = transform.TransformDirection(Vector3.down) * distanceToGround * 5;
            Debug.DrawRay(transform.position, forward, Color.green);   // Draws ray ( length 5 ) so we can see forward direction
            Debug.DrawRay(transform.position, down, Color.green);      // Draws ray ( length 5 ) so we can see forward direction
            //Debug.DrawRay(transform.position, gH.HitPoint, Color.black);
            //draw line from player to mouse position
            Debug.DrawRay(transform.position, gH.CursorPosition() - transform.position, Color.blue);
        }
    }