private void SpawnHitBox()
        {
            //Don't spawn the hitbox if the ability was told to deactivate
            if (_deactivated)
            {
                return;
            }

            //Play animation now that the character has reached the target panel
            EnableAnimation();

            _ownerMoveScript.MoveToAlignedSideWhenStuck = false;

            //Mark that the target position has been reached
            _inPosition = true;

            //Instantiate particles and hit box
            _visualPrefabInstance = MonoBehaviour.Instantiate(abilityData.visualPrefab, owner.transform);
            Vector3 hitBoxDimensions            = new Vector3(abilityData.GetCustomStatValue("HitBoxScaleX"), abilityData.GetCustomStatValue("HitBoxScaleY"), abilityData.GetCustomStatValue("HitBoxScaleZ"));
            HitColliderBehaviour hitColliderRef = new HitColliderBehaviour(abilityData.GetCustomStatValue("Damage"), abilityData.GetCustomStatValue("Knockback"),
                                                                           abilityData.GetCustomStatValue("HitAngle"), true, abilityData.timeActive, owner, false, false, true, abilityData.GetCustomStatValue("HitStun"));

            HitColliderBehaviour hitCollider = HitColliderSpawner.SpawnBoxCollider(_visualPrefabInstance.transform, hitBoxDimensions, hitColliderRef);

            hitCollider.debuggingEnabled = true;

            //Set hitbox position
            _visualPrefabInstance.transform.position = owner.transform.position + (owner.transform.forward * abilityData.GetCustomStatValue("HitBoxDistanceZ") +
                                                                                   (owner.transform.right * abilityData.GetCustomStatValue("HitBoxDistanceX")));
        }
        //Called when ability is used
        protected override void Activate(params object[] args)
        {
            //Create collider for attack
            _fistCollider = new HitColliderBehaviour(abilityData.GetCustomStatValue("Damage"), abilityData.GetCustomStatValue("KnockBackScale"),
                                                     abilityData.GetCustomStatValue("HitAngle"), true, abilityData.timeActive, owner, false, false, true, abilityData.GetCustomStatValue("HitStun"));

            //Spawn particles
            _visualPrefabInstance = MonoBehaviour.Instantiate(abilityData.visualPrefab, ownerMoveset.MeleeHitBoxSpawnTransform);

            //Spawn a game object with the collider attached
            HitColliderBehaviour hitScript = HitColliderSpawner.SpawnBoxCollider(owner.transform, new Vector3(1, 0.5f, 0.2f), _fistCollider);

            hitScript.debuggingEnabled = true;
            Rigidbody rigid = hitScript.gameObject.AddComponent <Rigidbody>();

            rigid.useGravity = false;

            //Set the direction of the attack
            Vector2 attackPosition;

            if (_attackDirection == Vector2.zero)
            {
                _attackDirection = (Vector2)(owner.transform.forward);
            }

            //Get the panel position based on the direction of attack and distance given
            attackPosition = _ownerMoveScript.Position + (_attackDirection * abilityData.GetCustomStatValue("TravelDistance"));

            //Clamp to be sure the player doesn't go off grid
            attackPosition.x = Mathf.Clamp(attackPosition.x, 0, BlackBoardBehaviour.Instance.Grid.Dimensions.x - 1);
            attackPosition.y = Mathf.Clamp(attackPosition.y, 0, BlackBoardBehaviour.Instance.Grid.Dimensions.y - 1);

            //Equation to calculate speed of attack given the active time
            float distance = abilityData.GetCustomStatValue("TravelDistance") + (abilityData.GetCustomStatValue("TravelDistance") * BlackBoardBehaviour.Instance.Grid.PanelSpacing);

            _ownerMoveScript.Speed = (distance * 2 / abilityData.timeActive) * BlackBoardBehaviour.Instance.Grid.PanelSpacing;

            //Change move traits to allow for free movement on the other side of the grid
            _ownerMoveScript.canCancelMovement        = true;
            _ownerMoveScript.AlwaysLookAtOpposingSide = false;

            //Change rotation to the direction of movement
            owner.transform.forward = new Vector3(_attackDirection.x, 0, _attackDirection.y);

            //Move towards panel
            _ownerMoveScript.MoveToPanel(attackPosition, false, GridScripts.GridAlignment.ANY, true, false);
        }