private void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space) && _isPlayerInStartPointOfAnyMovableObject && _isGaugeOpen)
        {
            _uiHandler.SetPowerGauge(false);

            var percentageOfExactForceToApply = _uiHandler.GetAccuracyForCurrentGaugeValue() / 100f;
            var forceToApply = _objectToMove.GetExactForceRequiredToReachDestination() * percentageOfExactForceToApply;
            Debug.Log("Value From Gauge (int) -> " + forceToApply.ToString());

            _objectToMove.PushObject(forceToApply);
            _isGaugeOpen = false;
        }
        else if (Input.GetKeyDown(KeyCode.Space) && _isPlayerInStartPointOfAnyMovableObject && !_isGaugeOpen)
        {
            Debug.Log("Should open gauge!");
            _uiHandler.SetInfoPanelActive(false);
            _uiHandler.SetPowerGauge(true);
            _isGaugeOpen = true;
        }
    }