public void Move(Vector3 move)
    {
        // convert the world relative moveInput vector into a local-relative
        // turn amount and forward amount required to head in the desired
        // direction.
        if (move.magnitude > 1f)
        {
            move.Normalize();
        }
        move = transform.InverseTransformDirection(move);
        CheckGroundStatus();
        move            = Vector3.ProjectOnPlane(move, m_GroundNormal);
        m_TurnAmount    = Mathf.Atan2(move.x, move.z);
        m_ForwardAmount = move.z;

        ApplyExtraTurnRotation();

        // control and velocity handling is different when grounded and airborne:
        if (m_IsGrounded)
        {
            if (m_Animator.GetBool("InteractNow"))
            {
                InteractNow();
                m_Animator.SetBool("InteractNow", false);
            }
            else
            {
                if (interact)
                {
                    UpdateNearestTarget(); //esto actualiza el target, sino no lo hace
                    if (!(target == null))
                    {
                        interact = IsInTarget();
                    }
                    else
                    {
                        interact = false;
                    }
                }
                if (!m_Animator.GetBool("AttackEnded") || playerCombat.GetInAttack())      //in attack
                {
                    if (!playerCombat.GetInAttack() && !m_Animator.GetBool("AttackEnded")) //start attack
                    {
                        playerCombat.SetInAttack(true);
                        playerCombat.ActivateDemoAttackWeapon();
                    }
                    else
                    {
                        if (playerCombat.GetInAttack() && m_Animator.GetBool("AttackEnded")) //attack ended
                        {
                            playerCombat.SetInAttack(false);
                            playerCombat.ActivateDemoWeapon();
                        }
                        else //in attack anim
                        {
                            if (!m_Animator.GetBool("AttackEnded") && playerCombat.GetIsAttacking() && playerCombat.GetWeaponHitbox().GetHitted()) //this controls the attack phase, doing damage if is necesary
                            {
                                if (playerCombat.GetAttackID() != m_Animator.GetInteger("AttackID"))                                                                                             //if this enemy dont has attack yet
                                {
                                    playerCombat.GetWeaponHitbox().GetHittedEnemy().GetComponentInParent <EnemyCombat>().ChangeStats(CombatStats.CombatStatsType.HP, -playerCombat.GetDamage()); //do damage
                                    playerCombat.SetAttackID(m_Animator.GetInteger("AttackID"));
                                    playerCombat.GetWeaponHitbox().GetHittedEnemy().GetComponentInParent <EnemyCombat>().SetEnemyLastAttackID(playerCombat.GetAttackID());
                                }
                                else
                                {
                                    if (playerCombat.GetAttackID() != playerCombat.GetWeaponHitbox().GetHittedEnemy().GetComponentInParent <EnemyCombat>().GetEnemyLastAttackID())
                                    {
                                        playerCombat.GetWeaponHitbox().GetHittedEnemy().GetComponentInParent <EnemyCombat>().ChangeStats(CombatStats.CombatStatsType.HP, -playerCombat.GetDamage());
                                        playerCombat.GetWeaponHitbox().GetHittedEnemy().GetComponentInParent <EnemyCombat>().SetEnemyLastAttackID(playerCombat.GetAttackID());
                                        //if we hit 2 enemies we have this case
                                    }
                                    else
                                    {
                                        //mismo problema nombrado que en la clase skeleton
                                    }
                                }
                            }
                        }
                    }
                }
                if (!interact)
                {
                    HandleGroundedMovement(jump, m_Animator.GetBool("RunDisabled"));
                }
            }
        }
        else
        {
            HandleAirborneMovement();
        }

        // send input and other state parameters to the animator
        UpdateAnimator(move);
    }