private void GetPlayerInput()
    {
        // set up teleportation orb
        if (Input.GetMouseButtonDown(0) && _orbs.Count < 2)
        {
            TeleportationOrb orb = Instantiate(_teleportationOrbPrototype, _throwBallPosition.position, Quaternion.identity).GetComponent <TeleportationOrb>();
            orb.transform.SetParent(transform);
            _currentOrbBeingThrown = orb;
            _orbs.Add(orb);
        }
        else if (Input.GetMouseButton(0) && _currentOrbBeingThrown != null)
        {
            Vector3 aimpoint = Camera.main.ScreenToWorldPoint(Input.mousePosition);
            _currentOrbBeingThrown.CreateTrajectoryGhost(aimpoint);
        }
        else if (Input.GetMouseButtonUp(0) && _currentOrbBeingThrown != null)
        {
            _audiosource.PlayOneShot(_throw);
            _currentOrbBeingThrown.SetVelocity(Camera.main.ScreenToWorldPoint(Input.mousePosition));
            _currentOrbBeingThrown = null;
        }
        else if (Input.GetMouseButtonDown(1) && _orbs.Count > 0)
        {
            TeleportationOrb orb = _orbs[0];
            GameObject       orbToTransportTo = orb.TransportPlayerToOrb();

            if (orbToTransportTo != null)
            {
                _orbs.RemoveAt(0);
                Destroy(orbToTransportTo);
            }
        }

        // set up animator values
        if (_teleported)
        {
            _velocity   = _teleportSpeed;
            _teleported = false;
            return;
        }
    }
    public void DestroyOrb(TeleportationOrb orbToDestroy)
    {
        if (_orbs.Count > 0)
        {
            TeleportationOrb orbToRemove = null;
            foreach (TeleportationOrb currentOrb in _orbs)
            {
                if (currentOrb == orbToDestroy)
                {
                    orbToRemove = currentOrb;
                    break;
                }
            }

            if (orbToRemove != null)
            {
                _orbs.Remove(orbToRemove);
                Destroy(orbToRemove.gameObject);
            }
        }
    }