public override void InitializeAbilityStats(Ability _ability)
    {
        SustainedTotemAI ability = _ability as SustainedTotemAI;

        for (int i = 0; i < ability.beams.Count; i++)
        {
            SustainedBeam sustained = ability.beams[i];
            sustained.damage          = damage;
            sustained.effectFrequency = damageFrequency;
            sustained.hitRadius       = beamSize;
        }
    }
    public override void InitializeAbilityStats(Ability _ability)
    {
        SustainedAI ability = _ability as SustainedAI;

        for (int i = 0; i < ability.beams.Count; i++)
        {
            SustainedBeam sustained = ability.beams[i];
            sustained.damage          = damage;
            sustained.effectFrequency = damageFrequency;
            ability.chargeTime        = chargeTime;
            sustained.hitRadius       = beamSize;

            AnimationCurve curve = new AnimationCurve();
            curve.AddKey(0, beamSize);
            curve.AddKey(1, beamSize);
            Debug.Log("Curve Size  " + curve[1]);
            sustained.beamRenderer.widthCurve = curve;
            ability.effectLength = effectDuration;
        }
    }