void OnTriggerExit2D()
 {
     tT = turnType.none;
     if (special)
     {
         special = false;
     }
 }
    void OnTriggerEnter2D(Collider2D turnColl)
    {
        switch (turnColl.tag)
        {
        case "turnRight":
            if (!backwards)
            {
                tT = turnType.right;
            }
            break;

        case "turnUp":
            if (!backwards)
            {
                tT = turnType.up;
            }
            break;

        case "turnDown":
            if (!backwards)
            {
                tT = turnType.down;
            }
            break;

        case "turnLeft":
            if (!backwards)
            {
                tT = turnType.left;
            }
            break;

        case "up-right":
            if (!backwards)
            {
                tT = turnType.up_right;
            }
            break;

        case "up-left":
            if (!backwards)
            {
                tT = turnType.up_left;
            }
            break;

        case "down-right":
            if (!backwards)
            {
                tT = turnType.down_right;
            }
            break;

        case "down-left":
            if (!backwards)
            {
                tT = turnType.down_left;
            }
            break;

        case "bounce":
            if (!backwards)
            {
                transform.eulerAngles -= new Vector3(0, 0, 180);
                backwards              = true;
                speed *= 3;
            }
            ready = false;
            break;

        case "checkpoint":
            if (backwards)
            {
                StartCoroutine(Restart(speed));
            }
            break;

        case "coin":
            coinCount++;
            SetCountText();
            Destroy(turnColl.gameObject);
            break;

        case "win":
            winText.text   = "YOU WIN!";
            Time.timeScale = 0;
            break;

        default:
            break;
        }
    }