void CheckRoll()
    {
        Vector3 inputDir = InCameraDirection(GetInputDirection());

        if (Input.GetKeyDown(KeyCode.Mouse1) && inputDir.magnitude != 0 && rollSpeed <= rollStopSpeed)
        {
            if (invincRollsRemaining >= 1)
            {
                playerMain.AddRollInvincibility();
                invincRollsRemaining -= 1;
            }
            rollSpeed     = rollInitialSpeed;
            rollDirection = inputDir.normalized;
            moveState     = MoveState.rolling;
            //TODO maybe set jump charges to 0
        }
    }