private void OnTriggerExit(Collider other)
 {
     if (1 << other.gameObject.layer != obstacleLayer || !_colliders.Contains(other))
     {
         return;
     }
     _colliders.Remove(other);
     if (_colliders.Count > 0)
     {
         return;
     }
     phasingCue.StopExecution();
     if (!_applyingDamage)
     {
         return;
     }
     statusEffect.RemoveStatusEffect(_statusEffectId);
     _applyingDamage = false;
 }