private void ButtonsInput()
    {
        input.ButtonInputs.Shoot.performed += context =>
        {
            weaponChanger.CurrentWeapon.Attack();
        };


        input.ButtonInputs.ChangeWeapon.performed += context => weaponChanger.ChangeWeapon(input.ButtonInputs.ChangeWeapon.ReadValue <float>());


        input.ButtonInputs.ChangeSpeed.performed += context =>
        {
            if (isShiftNotInput)
            {
                movement.moveType = APlayerMovement.PlayerMoveType.Fast;
                isShiftNotInput   = false;
            }
            else
            {
                movement.moveType = APlayerMovement.PlayerMoveType.Slow;
                isShiftNotInput   = true;
            }
        };

        input.ButtonInputs.Blink.performed += context =>
        {
            if (!blinkAbility.IsAttack)
            {
                blinkAbility.Attack();
                StartCoroutine(playerUI.ReloadTP(blinkAbility.ReloadTime));
            }
        };
    }