private void Update()
        {
            // if the player is in a body...
            if (inBody)
            {
                // is the player aiming...
                if (isAiming)
                {
                    IncreasePower();
                    AimingLine(am);
                }
                else
                {
                    // normal player movement (in possession of person/object/thing)
                    if (moveAM == null)
                    {
                        moveAM = am.GetComponent <IMoveable>();
                    }
                    else
                    {
                        moveAM.MoveAction(actions.Movement.Move.ReadValue <Vector2>());
                        //Debug.Log(actions.Movement.Jump.phase.ToString());
                        if (actions.Movement.Jump.phase == InputActionPhase.Performed)
                        {
                            moveAM.JumpAction();
                            //Debug.Log("jumped");
                        }
                    }
                }
                if (am.tag == "Rat")
                {
                    arrow.transform.position = new Vector3(am.transform.position.x, am.transform.position.y + 1f, 0f);
                }
                else
                {
                    arrow.transform.position = new Vector3(am.transform.position.x, am.transform.position.y + 2f, 0f);
                }
            }
            else
            {
                // oh dear.... take dmg & allow player to shoot again. (dmg bit not done yet xD)
                if (isAiming)
                {
                    IncreasePower();
                    AimingLine(orb);

                    if (am)
                    {
                        am.GetComponent <Animator>().SetBool("IsAiming", true);
                    }
                }

                arrow.transform.position = new Vector3(orb.transform.position.x, orb.transform.position.y + 1f, 0f);
            }
        }