void GroundCheck()
 {
     Vector2[]      points = { pointLeft, pointRight };
     RaycastHit2D[] hits2D = new RaycastHit2D[points.Length];
     grounded = false;
     for (int i = 0; i < points.Length; i++)
     {
         hits2D[i] = Physics2D.Raycast(points[i], Vector3.down, minDistance);
         if (hits2D[i])
         {
             Debug.Log(hits2D[i].collider.name);
             PlatformBehaviour behaviour = hits2D[i].collider.GetComponent <PlatformBehaviour>();
             if (speed.y < 0)
             {
                 transform.position = (transform.position + (Vector3.down * minDistance));
                 speed.y            = 0;
                 if (behaviour != null)
                 {
                     behaviour.OnPlatformStep(gameObject);
                 }
             }
             grounded = true;
             break;
         }
     }
 }