// Update is called once per frame
        //private void Update()
        //{
        // Debug
        //if (_healthBar != null && Input.GetKeyDown(KeyCode.Return))
        //{
        //    TakeDamage(10);
        //}
        //}

        public void TakeDamage(int damage)
        {
            // If player is already dead don't do anything (dead animation should've played already)
            if (_playerHealth == 0)
            {
                return;
            }

            // Damage cannot be negative
            if (damage < 0)
            {
                return;
            }

            // Set health
            _playerHealth = _playerHealth - damage < 0 ? 0 : _playerHealth - damage;
            _healthBar.SetHealth(_playerHealth);

            // Make damage visible to user by blinking the character in red
            DamageCharacterBlink();

            // Trigger camera shake effect
            _cameraShake.CameraShakeEffect();

            // Change character flag and trigger dead animation if player health drops down to 0
            if (_playerHealth == 0)
            {
                // Set dead flag to true
                GetComponent <CharacterFlags>().IsDead = true;
                // Trigger animation
                if (_characterComponents.Animator != null)
                {
                    _characterComponents.Animator.SetBool("PlayerDead", true);
                }
                // Play dead sound
                _characterComponents.CharacterAudio.Dead();
            }
            else
            {
                // Play damage sound
                _characterComponents.CharacterAudio.Damage();
            }
        }