// Update is called once per frame
    void Update()
    {
        if (rb.velocity.magnitude > 0)
        {
            isMoving = true;
        }

        if (gameManager.playerTurn)
        {
            if (Input.GetMouseButtonDown(0))
            {
                RaycastHit hit;
                Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition);

                if (Physics.Raycast(ray, out hit))
                {
                    if (hit.transform.gameObject == gameObject && OUT == false)
                    {
                        PlayerController currentHero = gameManager.CheckActiveHero();
                        if (currentHero.OUT == false)
                        {
                            //currentHero.actionCount--;
                            gameManager.teamActionCount--;
                            gameManager.SetActionText();
                            GameObject clone = Instantiate(bullet, currentHero.transform.position, currentHero.transform.rotation);
                            clone.GetComponent <BulletScript>().target = gameObject;

                            int currentDefense = gameManager.calculateDefense(currentHero.gameObject, gameObject);
                            hp -= (currentHero.attack - currentDefense);
                            UpdateUI();

                            if (hp <= 0)
                            {
                                gameManager.falseEnemyCount--;
                                gameManager.enemyCountText.text = "Enemy Count: " + gameManager.falseEnemyCount.ToString();
                                //gameObject.SetActive(false);

                                anim.SetBool("isOut", true);
                                Debug.Log("Enemy OUT! Nice shot!");

                                healthText.text = "KO!";

                                OUT = true;
                            }
                        }
                    }
                }
            }
        }

        if (agent.remainingDistance <= 0.1 && isMoving)
        {
            isMoving = false;
            audioSource.Stop();



            RaycastHit hit;
            Physics.Raycast(transform.position, -Vector3.up, out hit);
            Debug.Log(hit.collider.gameObject);
            Tile currentTile = hit.transform.gameObject.GetComponent <Tile>();
            defenseNorth = currentTile.northCover;
            defenseSouth = currentTile.southCover;
            defenseEast  = currentTile.eastCover;
            defenseWest  = currentTile.westCover;

            anim.SetBool("isRunning", false);
            if (defenseNorth + defenseSouth + defenseEast + defenseWest > 0)
            {
                anim.SetBool("isCrouching", true);
            }
            else
            {
                anim.SetBool("isCrouching", false);
            }
        }
    }