}//end Start

    // Update is called once per frame. Here, we are gathering player input.
    void Update()
    {
        /**
         * Vector2 means a vector in 2 space. Here, we create a new vector and use use the Input object in unity that reads key controls.
         * Key names and other controls are designated under Edit > Project Settings > Input.
         * There are two different versions of GetAxis we can use.
         * Input.GetAxis(String) has a smoother movement where the character gradually speeds up and slows after the key is let go.
         * Input.GetAxisRaw(String) has a snappier movement where the character reaches max speed as soon as the key is pressed
         * and stops immediately after the key is let go.
         */

        Vector2 inputMovement = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));


        if (currentHealth <= 0)
        {
            deathScreen.enabled = true;
            mp3.dead            = true;
        }

        else
        {
            if (Input.GetAxisRaw("Horizontal") > 0 && Input.GetAxisRaw("Vertical") == 0)
            {
                animator.SetFloat("IdleHorizontal", inputMovement.x);
                animator.SetFloat("IdleVertical", inputMovement.y);
                animator.SetFloat("Horizontal", inputMovement.x);
                animator.SetFloat("Vertical", inputMovement.y);
            }
            else if (Input.GetAxisRaw("Horizontal") < 0 && Input.GetAxisRaw("Vertical") == 0)
            {
                animator.SetFloat("IdleHorizontal", inputMovement.x);
                animator.SetFloat("IdleVertical", inputMovement.y);
                animator.SetFloat("Horizontal", inputMovement.x);
                animator.SetFloat("Vertical", inputMovement.y);
            }
            else if (Input.GetAxisRaw("Horizontal") == 0 && Input.GetAxisRaw("Vertical") > 0)
            {
                animator.SetFloat("IdleHorizontal", inputMovement.x);
                animator.SetFloat("IdleVertical", inputMovement.y);
                animator.SetFloat("Horizontal", inputMovement.x);
                animator.SetFloat("Vertical", inputMovement.y);
            }
            else if (Input.GetAxisRaw("Horizontal") == 0 && Input.GetAxisRaw("Vertical") < 0)
            {
                animator.SetFloat("IdleHorizontal", inputMovement.x);
                animator.SetFloat("IdleVertical", inputMovement.y);
                animator.SetFloat("Horizontal", inputMovement.x);
                animator.SetFloat("Vertical", inputMovement.y);
            }
            else if (Input.GetAxisRaw("Horizontal") == 0 && Input.GetAxisRaw("Vertical") == 0)
            {
                animator.SetFloat("Horizontal", inputMovement.x);
                animator.SetFloat("Vertical", inputMovement.y);
            }


            /**
             * Here, we take our normal move vector and add a vector speed to it. However; an issue with this is that if we were to move diagonally,
             * like normal physics we would have a greater speed then we did moving side to side. Adding the normalized method fixes this and the
             * speed is kept constant.
             */

            animator.SetFloat("Speed", inputMovement.sqrMagnitude);

            moveVelocity = inputMovement.normalized * speed;
        }

        if (Input.GetKeyDown(KeyCode.Space))
        {
            TakeDamage(2);
        }



        if (previousHours != time.GetHours() && sleep == false && firstFrame == true)
        {
            GetHungrier(2);
            previousHours = time.GetHours();
            healthRegen(currentFood);
            TakeDamage(deltaHealth);
        }


        if (currentFood < 0)
        {
            currentFood = 0;
        }
        else if (currentFood > 100)
        {
            currentFood = 100;
        }

        if (currentHealth < 0)
        {
            currentHealth = 0;
        }
        else if (currentHealth >= 101)
        {
            currentHealth = 100;
        }

        firstFrame = true;
        foodBar.SetFood(currentFood);
        healthBar.SetHealth(currentHealth);
        moneyCount.text = $"{gold}";
    }//end Update