void TouchingGroundChecker()
    {
        //raylength = myCapsule.height / 2 + 0.450f; //commented out because well, in case we want to change that number. in the inespector
        Ray        groundCheckingRay = new Ray(transform.position, Vector3.down);
        RaycastHit whatWasHit        = new RaycastHit();

        Physics.Raycast(groundCheckingRay, out whatWasHit, raylength);

        Debug.DrawRay(transform.position, Vector3.down * (raylength));

        if (whatWasHit.collider != null)
        {
            if (whatWasHit.collider.tag == "Ground")
            {
                PlayerJumpBehaviour.playerJumpBehaviour.jumpForce    = initalJumpForce;
                PlayerJumpBehaviour.playerJumpBehaviour.jumpsCounter = 0;
                groundTouchStatus = groundTouchingStatuses.TouchingGround;
            }
        }
        else if (whatWasHit.collider == null)
        {
            //Debug.LogWarning("Not Touching Ground");
            groundTouchStatus = groundTouchingStatuses.NotTouchingGround;
        }
    }
    // Use this for initialization
    void Start()
    {
        initalJumpForce   = PlayerJumpBehaviour.playerJumpBehaviour.jumpForce;
        resetRunningTimer = runningTimer;
        myCapsule         = GetComponent <CapsuleCollider>();


        groundTouchStatus = new groundTouchingStatuses();
        groundTouchStatus = groundTouchingStatuses.TouchingGround;
        hittingRoadBlock  = new HittingRoadBlock();
        hittingRoadBlock  = HittingRoadBlock.NotHittingBlock;
    }
    public void JumpUp()
    {
        foreach (KeyCode item in JumpKeys)
        {
            if (Input.GetKeyDown(item) || CrossPlatformInputManager.GetButtonDown("myJump"))
            {
                PlayerJumpBehaviour.playerJumpBehaviour.JumpCalculations();
                groundTouchStatus = groundTouchingStatuses.NotTouchingGround;

                break;
            }
        }
    }