// Dealing damage to the current enemy facing us
    private void DealDamage()
    {
        bool  isCrit         = IsCritPossible();
        float completeDamage = 0f;

        // Using weapon argument as a modification for damage
        if (ComboType == ComboType.Idle && playerAction == PlayerAction.Tap)
        {
            damageType      = DamageIdicator.Raw;
            completeDamage += PlayerStats.PhysicalTapDamage;
            if (isCrit)
            {
                completeDamage += PlayerStats.CritDamage;
                damageType      = DamageIdicator.Crit;
            }
            completeDamage -= LocationManager.CurrentEnemy.PhysicalResistance * completeDamage;

            CombatTextManager.Instance.Show(completeDamage, damageType);

            LocationManager.CurrentEnemy.CurrentHealth -= completeDamage;
        }

        if (ComboType == ComboType.Idle)
        {
            return;
        }

        switch (ComboType)
        {
        case ComboType.BloodOcean:
            // PlayerAnimationFunc
            break;

        case ComboType.LeftRightSlash:
            // PlayerAnimationFunc
            break;

        case ComboType.UpDownSlash:
            // PlayerAnimationFunc
            break;

        case ComboType.ClockwiseSlash:
            // PlayerAnimationFunc
            break;

        default:
            break;
        }
        CombatTextManager.Instance.Show(comboDmg, DamageIdicator.Ability);
        LocationManager.CurrentEnemy.CurrentHealth -= comboDmg;

        combo.ResetCombo();
    }
    public void Show(float damage, DamageIdicator indicator)
    {
        // Getting slot
        CombatText cmb = GetCombatText();

        // Assinging incoming damage, and rounding to 0.00 format
        cmb.Txt.text = damage.ToString("0.00");

        // Test code // Will be deleted in the future // TODO

        switch (indicator)
        {
        case DamageIdicator.Raw:
            cmb.GO.transform.position = combatTextContainer.transform.position + textRawOffset;
            cmb.Txt.color             = Color.white;
            cmb.Motion = rawMotion;
            break;

        case DamageIdicator.Ability:
            cmb.GO.transform.position = combatTextContainer.transform.position + textAbilityOffset;
            cmb.Txt.color             = Color.magenta;
            cmb.Motion = abilityMotion;
            break;

        case DamageIdicator.Crit:
            cmb.GO.transform.position = combatTextContainer.transform.position + textCritOffset;
            cmb.Txt.color             = Color.red;
            cmb.Motion = critMotion;
            break;

        default:
            throw new ArgumentOutOfRangeException();
        }

        cmb.Show();
    }