void CheckForAbility(GameObject ability, float breath, float breathSaving)
 {
     if (playerInputController.currentAbility != null)
     {
         if (playerInputController.currentAbility.name == ability.name)
         {
             uiBar.DecreaseBreath(breath - breathSaving);
         }
         else
         {
             uiBar.DecreaseBreath(breath);
         }
     }
 }
    void FixedUpdate()
    {
        if (state == State.Moving)
        {
            playerMovement.Move(movement.normalized);
        }

        if (!uiBar.isWaiting)
        {
            if (!uiBar.isChanging)
            {
                uiBar.DecreaseBreath(-.5f);
            }
            else
            {
                uiBar.DecreaseBreath(-.15f);
            }
        }
    }