void CheckInputsRotation(ComponentPlayerController cpc, Entity e)
        {
            float newRightRotation = 0.0f;

            if (Keyboard.GetState().IsKeyDown(Key.Left))
            {
                newRightRotation += cpc.RotationSpeed;
            }

            if (Keyboard.GetState().IsKeyDown(Key.Right))
            {
                newRightRotation -= cpc.RotationSpeed;
            }

            float changeInX = Mouse.GetState().X - PreviousMousePosition.X;

            newRightRotation -= changeInX * cpc.RotationSpeed;

            if (newRightRotation > cpc.RotationSpeed)
            {
                newRightRotation = cpc.RotationSpeed;
            }
            else if (newRightRotation < -cpc.RotationSpeed)
            {
                newRightRotation = -cpc.RotationSpeed;
            }

            e.Transform.Rotation *= Quaternion.FromEulerAngles(new Vector3(0, newRightRotation * TimeManager.dt, 0));
        }
        void CheckInputsVelocity(ComponentPlayerController cpc)
        {
            float   speed   = 0.0f;
            Vector3 forward = Vector3.Zero;

            if (Keyboard.GetState().IsKeyDown(Key.Up))
            {
                speed  += cpc.MovementSpeed;
                forward = cpc.Transform.Forward;
            }
            if (Keyboard.GetState().IsKeyDown(Key.Down))
            {
                speed = cpc.MovementSpeed;
                if (forward != Vector3.Zero)
                {
                    forward = Vector3.Zero;
                }
                else
                {
                    forward = -cpc.Transform.Forward;
                }
            }

            cpc.RigidBody.Velocity = forward * speed * TimeManager.dt;
        }