public void setEffekt(Enums.Effects effect)
    {
        effekt = effect;

        if (effekt == Enums.Effects.Fire)
        {
            foreach (Cell c in betroffeneZellen)
            {
                c.setOnFire = true;
                if (c.isOccupied)
                {
                    if (c.objectOnCell.tag == "FigurSpieler1" || c.objectOnCell.tag == "FigurSpieler2")
                    {
                        hs.inflictFireDamage((AttributeComponent)c.objectOnCell.GetComponent(typeof(AttributeComponent)));
                    }
                }
            }
        }
        if (effekt == Enums.Effects.Smoke)
        {
            foreach (Cell c in betroffeneZellen)
            {
                c.smoked = true;
            }
        }
        if (effekt == Enums.Effects.Gas)
        {
            foreach (Cell c in betroffeneZellen)
            {
                c.setOnGas = true;
                if (c.isOccupied)
                {
                    if (c.objectOnCell.tag == "FigurSpieler1" || c.objectOnCell.tag == "FigurSpieler2")
                    {
                        hs.inflictGasDamage((AttributeComponent)c.objectOnCell.GetComponent(typeof(AttributeComponent)));
                    }
                }
            }
        }
        if (effekt == Enums.Effects.Explosion)
        {
            foreach (Cell c in betroffeneZellen)
            {
                if(c.isOccupied)
                {
                    if (c.objectOnCell.tag == "FigurSpieler1" || c.objectOnCell.tag == "FigurSpieler2")
                    {
                        hs.inflictGrenadeDamage((AttributeComponent)c.objectOnCell.GetComponent(typeof(AttributeComponent)));
                    }
                }
            }
        }
    }
    //Methode um anfangen shit zu schmeißen
    public IEnumerator throwGrenade(Cell ziel, GameObject figur, Enums.Effects effectType)
    {
        throwing_throwersAttributes = figur.GetComponent<AttributeComponent>();
        InventoryComponent invent = figur.GetComponent<InventoryComponent>();
        throwing_DestinationCell = ziel;
        int amountOfGrenades = 0;

        switch(effectType)
        {
            case Enums.Effects.Explosion:
                amountOfGrenades = invent.amountGrenades;
                break;
            case Enums.Effects.Fire:
                amountOfGrenades = invent.amountMolotovs;
                break;
            case Enums.Effects.Gas:
                amountOfGrenades = invent.amountTeargas;
                break;
            case Enums.Effects.Smoke:
                amountOfGrenades = invent.amountSmokes;
                break;
        }

        if (ziel.dij_GesamtKosten <= throwing_throwersAttributes.attackRange && amountOfGrenades > 0)
        {
            figur.GetComponentInParent<PlayerComponent>().useAP();

            throw_turning = true;
            while(throw_turning)
                yield return null;

            //Einsatz von AP durch Faehigkeit
            figur.GetComponentInParent<PlayerComponent>().useAP();
            throwing_effect = effectType;
            throwing_throwersAttributes.anim.SetTrigger("Throw");
            switch (effectType)
            {
                case Enums.Effects.Explosion:
                    invent.amountGrenades--;
                    break;
                case Enums.Effects.Fire:
                    invent.amountMolotovs--;
                    break;
                case Enums.Effects.Gas:
                    invent.amountTeargas--;
                    break;
                case Enums.Effects.Smoke:
                    invent.amountSmokes--;
                    break;
            }
        }
        else {
            Debug.Log("OutOfRange");
        }
    }
 public void setNextGrenade(Enums.Effects type)
 {
     selectedGrenade = type;
 }