// Update is called once per frame
    void Update()
    {
        float movePlayerVector = Input.GetAxis("Horizontal");
        bool  isFacingRight;

        if (movePlayerVector >= 0)
        {
            isFacingRight = true;
        }
        else
        {
            isFacingRight = false;
        }


        //Funktion für Springen
        if (Input.GetKey("w"))
        {
            if (!meleeSys.blocking && !movement.unableToMove)
            {
                StartCoroutine(movement.jump());
            }
        }
        //Funktion für Rollen
        if (Input.GetKey("k"))
        {
            movement.roll();
        }
        //Funktion für Schießen
        if (Input.GetKeyDown("s"))
        {
            StartCoroutine(rangedSys.shoot(primaryShot));
        }

        if (Input.GetKeyDown("b"))
        {
            meleeSys.block();
        }

        if (Input.GetKeyUp("b"))
        {
            meleeSys.unblock();
        }

        if (Input.GetKeyDown("c"))
        {
            rangedSys.switchWeapon();
            primaryShot = !primaryShot;
        }

        if (Input.GetKeyDown("k"))
        {
            if (!attComp.getCooldown2Active())
            {
                abilitySys.clone();
            }
        }

        if (Input.GetKeyDown("j"))
        {
            if (movement.grounded && meleeSys.anim != null && !meleeSys.anim.GetBool("MeleeAttackInQueue"))
            {
                movePlayerVector = 0.0f;
                meleeSys.punch();
            }
        }



        if (meleeSys.animationRunning || meleeSys.blocking || movement.unableToMove)
        {
            movePlayerVector = 0.0f;
        }
        movement.move(movePlayerVector);
    }