m_Swim = AbilityBuilder.AddAbility(m_UltimateCharacterLocomotion, typeof(Swim)) as Swim;
m_Swim.DetectLayers = 1 << LayerMask.NameToLayer("Water");
m_Swim.State = "Swim";
m_Swim.BreathModifier.AttributeName = "Breath";
m_Swim.EntranceSplash.MinVelocity = 4f;
m_Swim.EntranceSplash.ParticlePrefab = GameSettings.entranceSplashParticlePrefab;
m_Swim.EntranceSplash.AudioClipSet = GameSettings.entranceSplashAudioClips;
m_Swim.UnderwaterBubbles.Location = m_Animator.GetBoneTransform(HumanBodyBones.Head);
m_Swim.UnderwaterBubbles.ParticlePrefab = GameSettings.underwaterBubblesParticlePrefab;
m_Swim.UnderwaterBubbles.AudioClipSet = GameSettings.underwaterBubblesAudioClips;