/// <summary>
    /// Attempts to attack.
    /// The Player can only attack every timeBetweenAttacks.
    /// There is 12.5% chance that the Player will miss.
    /// The damage is applied to target Enemy health.
    /// </summary>
    private void Attack()
    {
        if (Input.GetMouseButtonDown(0) && (Time.time - timeSinceLastAttack >= timeBetweenAttacks)) // Checks if the button was clicked
        {                                                                                           // and if it is the time to attack
            Debug.Log("Attempt to attack");

            timeSinceLastAttack = Time.time;
            // TODO: Change animation to attack

            GameObject enemy = EnemyClicked(); // Get anything that was clicked on

            if (enemy == null)
            {
                return; // Returns if the enemy is null
            }

            if (enemy.CompareTag("Enemy") && Vector3.Distance(enemy.transform.position, transform.position) <= range) // Checks if the target is an Enemy and is in range
            {
                EnemyHealth enemyHealth = enemy.GetComponent <EnemyHealth>();

                int missValue = Random.Range(0, 8);

                if (missValue != 0)                                                    // Checks if the attack missed
                {
                    float damage = baseDamage + Mathf.Round(Random.Range(3.0f, 7.0f)); // Calculate the damage
                    enemyHealth.ChangeHealthPoints(-damage);

                    playerIntensity.Increase(intensityIncrease); // Increase intensity when hitting an Enemy
                }
                else
                {
                    Debug.Log("Player missed.");
                }
            }
        }
    }