void Update()
    {
        if (Regeneration)
        {
            regenCount += Time.deltaTime;
            if (regenCount > 3)
            {
                targetHealth += regenAmount;
                regenCount    = 0;
                Instantiate(regenEffect, faceeffectlocation.transform);
                Soundmanager.instance.PlaySoundOneShot(Soundmanager.instance.SpellHeal, .5f);
            }
        }
        if (targetHealth > 100)
        {
            targetHealth = 100;
        }
        if (targetHealth < 0)
        {
            targetHealth = 0;
        }
        if (targetHealth <= 0)
        {
            SceneManager.LoadScene(4);
        }

        Vector3 currentPos = transform.position;

        if (currentPos != lastPos && !Sword.GetComponent <SwordController>().isWalking)
        {
            Sword.SendMessage("Walking");
        }
        else
        if (currentPos == lastPos && Sword.GetComponent <SwordController>().isWalking)
        {
            Sword.SendMessage("StoppedWalking");
        }
        lastPos = currentPos;



        HealthBar.GetComponent <RectTransform>().sizeDelta = new Vector2(health, 99);
        ExpBar.GetComponent <RectTransform>().sizeDelta    = new Vector2(expCalc, 99);

        groundedPlayer = controller.isGrounded;
        if (groundedPlayer && playerVelocity.y < 0)
        {
            playerVelocity.y = 0f;
        }

        Vector2 movement = inputManager.GetPlayerMovement();
        Vector3 move     = new Vector3(movement.x, 0f, movement.y);

        move = cameraTransform.forward * move.z + cameraTransform.right * move.x;
        controller.Move(move * Time.deltaTime * playerSpeed);

        //if (move != Vector3.zero)
        //{
        //    gameObject.transform.forward = move;
        //}

        // Changes the height position of the player..
        if (inputManager.PlayerJumped() && groundedPlayer)
        {
            playerVelocity.y += Mathf.Sqrt(jumpHeight * -3.0f * gravityValue);
        }

        playerVelocity.y += gravityValue * Time.deltaTime;
        controller.Move(playerVelocity * Time.deltaTime);
    }