void FixedUpdate()
    {
        // while perfoming action, the input is frozen.
        if (_inputFrozen &&
            !_moveController.IsInMovementQueue(_currentAgent) &&
            _currentAgent.pathStatus == NavMeshPathStatus.PathComplete &&
            _currentAgent.remainingDistance == 0)
        {
            counter++;
            if (counter == 3)
            {
                _inputFrozen = false;
                StopHighlightPath();
                _path.Clear();
                counter = 0;

                _controlledCharacter.CharacterAnimation(false);
            }
        }
    }