/**
     * Use this object on a specific target
     */
    public void Use(GameObject target, bool shouldDestroyAfterUse = false)
    {
        //Trigger the particles and sound
        //If shouldDestroyAfterUse is true, then destroy this object
        //Finally, do whatever after used
        UseTarget TargetUse = target.GetComponent <UseTarget>();

        if (TargetUse != null)
        {
            TargetUse.Use();
            if (specialEffect != null)
            {
                specialEffect.Play();
            }
            if (sound != null)
            {
                sound.PlayOneShot(audioClip);
            }
            if (shouldDestroyAfterUse)
            {
                Destroy(gameObject);
            }
        }
        if (doAfterBeingUsed != null)
        {
            doAfterBeingUsed.Invoke();
        }
    }
    /**
     * Use this object on whatever is in front of the
     * character
     */
    public void Use(bool shouldDestroyAfterUse = false)
    {
        //Get the object in front of this player
        //Call Use(useTarget, shouldDestroyAfterUse)
        RaycastHit hit;

        // Does the ray intersect any objects excluding the player layer
        //Raycast is used to detect the front of the player
        if (Physics.Raycast(transform.parent.parent.position, transform.forward, out hit, maxDistance))
        {
            UseTarget TargetUse = hit.collider.gameObject.GetComponent <UseTarget>();
            if (TargetUse != null)
            {
                TargetUse.Use();
                if (specialEffect != null)
                {
                    specialEffect.Play();
                }
                if (sound != null)
                {
                    sound.PlayOneShot(audioClip);
                }
                if (shouldDestroyAfterUse)
                {
                    Destroy(gameObject);
                }
                if (doAfterBeingUsed != null)
                {
                    doAfterBeingUsed.Invoke();
                }
            }
        }
    }