void OnTriggerEnter2D(Collider2D other)
    {
        switch (other.gameObject.tag)
        {
        case "Cloud":
            _thunderSound.Play();
            gameController.Lives -= 1;
            var newExplosion = ExplosionManager.GetInstance().GetExplosion();
            newExplosion.transform.position = transform.position;
            break;

        case "Island":
            _yaySound.Play();
            gameController.Score += 100;
            break;
        }
    }
    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    //{
    //
    //}

    // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
    //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    //{
    //
    //}

    // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
    override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        //Destroy(animator.gameObject);

        ExplosionManager.GetInstance().ResetExplosion(animator.gameObject);
    }