public void addSilence(float duration)
{
if(canSilence == true)
{
Effect newSilence = new Effect(2, duration);
silences.Add(newSilence);
isSilenced = true;
floatText.GetComponent<TextMesh>().text = "Silenced!";
Instantiate(floatText, effectPosition, Quaternion.identity);
}
}