public Mediator_Player_Controls(Controls c_, H_Player p_)
        {
            p_avatar = p_;
            c_input = c_;
            shooter = Shoot_State.CHILL;
            jumper = Jump_State.ON_GROUND;
            AirTime = new Stopwatch();
            AirTime.Reset();
            AirTime.Stop();

            cur_structure = 0;
            structure_wheel.Add(Structure_Type_e.HEALING_POOL);
            structure_wheel.Add(Structure_Type_e.SNOW_FACTORY);
            structure_wheel.Add(Structure_Type_e.FORT);
            structure_wheel.Add(Structure_Type_e.SNOWMAN);
        }
        private void Handle_Shooting_State()
        {
            //Player functions to implement -- ChargeBall,ShootBall

            //SO need  to have each state and act on it just like in the old player
            switch (shooter)
            {
                case Shoot_State.CHILL:
                    if (c_input.State.shoot)
                        shooter = Shoot_State.CHARGING;
                    break;
                case Shoot_State.CHARGING:
                    p_avatar.charge_ball();
                    if (!c_input.State.shoot)
                        shooter = Shoot_State.FIRE;
                    break;
                case Shoot_State.FIRE:
                    p_avatar.throw_ball();
                    shooter = Shoot_State.CHILL;
                    break;
                default:
                    shooter = Shoot_State.CHILL;
                    break;
            }
        }