// Update is called once per frame
    void Update()
    {
        //if (!isLocalPlayer)
        //{
        //    return;
        //}
        if (turnManager.executing == TurnManager.Executing._True)
        {
            return;
        }
        if (turnManager.turn)
        {
            timer += Time.deltaTime;

            if (Input.GetButton("Fire2") && timer >= timeBetweenBombs && Time.timeScale != 0)
            {
                //PlaceBomb();
                turnManager.AddActionToList(TurnManager.ActionType._Bomb, transform.position, bombActionCost);
            }

            //if (timer >= timeBetweenBullets * effectsDisplayTime)
            //{
            //    DisableEffects();
            //}
        }
    }
    void Move(float h, float v)
    {
        tempMovement.Set(h, 0f, v);

        // create new action whenever ghost changes direction. set the type to a move action and give final position
        if (movement.normalized != tempMovement.normalized && movement.magnitude != 0f)
        {
//            Debug.Log("Making new action");
            turnManager.AddActionToList(TurnManager.ActionType._Move, transform.position, currentCost);
            currentCost = 0;
        }
        movement.Set(h, 0f, v);
        movement = movement.normalized * speed * Time.deltaTime;
        float tempCost = currentCost + movement.magnitude * moveActionCost;

        float managerCost = turnManager.GetCurrentActionCost();

        // if this movement won't put the player over the maximum turn cost, move
        if (managerCost + tempCost <= turnManager.maxActions)
        {
            playerRigidbody.MovePosition(transform.position + movement);
            currentCost = tempCost;
            turnManager.DisplayActionCostSlider(currentCost);
        }
        //else
        //{
        //    // otherwise scale the movement to fit
        //    float scale = turnManager.maxActions - managerCost;
        //    playerRigidbody.MovePosition(transform.position + movement.normalized * scale);
        //}
    }