void ConfigureBranch(RecursiveLightning branch, Vector3 firstVertexPosition, Vector3 lastVertexPosition){
		branch.firstVertexPosition = firstVertexPosition;

		if(lastVertexPosition.y < vertices[vertexCount-1].y)
			lastVertexPosition.y = vertices[vertexCount-1].y;

		branch.lastVertexPosition = lastVertexPosition;

		branch.fadeOutTime = fadeOutTime;
		branch.fadeOutAfterStrike = fadeOutAfterStrike;
	}
    void ConfigureBranch(RecursiveLightning branch, Vector3 firstVertexPosition, Vector3 lastVertexPosition)      // create new branch for new line renderer ut does not work
    {
        branch.firstVertexPosition = firstVertexPosition;

        if (lastVertexPosition.y < vertices[vertexCount - 1].y)
        {
            lastVertexPosition.y = vertices[vertexCount - 1].y;
        }

        branch.lastVertexPosition = lastVertexPosition;

        branch.fadeOutTime        = fadeOutTime;
        branch.fadeOutAfterStrike = fadeOutAfterStrike;
    }
    void Start () {
        gs = GameObject.Find("GameState").GetComponent<GameState>();
        gc = GameObject.Find("HandOfGod").GetComponent<GrabController>();
		ui = GameObject.Find ("UI").GetComponent<UIManager> ();

		lightning = GameObject.Find("Lightning").GetComponent<RecursiveLightning>();
		fire = GameObject.Find ("Fire");
        fire.GetComponent<ParticleSystem>().enableEmission = false;
		heal = GameObject.Find ("Heal");

        foreach (Skills s in Enum.GetValues(typeof(Skills)))
        {
            skillDisabled[s] = false;
        }

		source = GetComponent<AudioSource>();
		vol = UnityEngine.Random.Range (volLowRange, volHighRange);
    }