void initialBoom(float rotateTime)
    {
        float basef = 10;
        //if (rotateTime >= 0.5)
        //    basef = 5;
        //if (rotateTime >= 0.7)
        //    basef = 10;
        //if (rotateTime >= 0.8)
        //    basef = 20;
        //if(rotateTime >= 0.9)
        //    basef = 30;
        //if (rotateTime >= 1)
        //    basef = 50;
        //if (rotateTime >= 1.1)
        //    basef = 70;
        //if (rotateTime >= 1.2)
        //    basef = 90;
        //if (rotateTime >= 1.3)
        //    basef = 110;
        //if (rotateTime >= 1.4)
        //    basef = 130;

        float       booMPower   = rotateTime * rotateTime * basef + 0.2f;
        AttackPower attackPower = AttackPower.pa;

        if (booMPower >= 6.2f)
        {
            attackPower = AttackPower.boom;
            centerController.showNotify("DOOM", Color.red, attackPower);
        }
        else if (booMPower > 3f)
        {
            attackPower = AttackPower.dong;
            centerController.showNotify("Dong", Color.yellow, attackPower);
        }
        else
        {
            attackPower = AttackPower.pa;
            centerController.showNotify("Pa", Color.white, attackPower);
        }



        // Debug.Log("Roteta" + rotateTime * rotateTime *basef+ "velo " );
        GameObject a = Instantiate(BoomEFprefab, armController.getHitPos(), Quaternion.identity);

        a.transform.localScale *= 1 + rotateTime * 2;
        a.GetComponent <BoomEF>().beCreat(attackPower);
        CinemachineCollisionImpulseSource cs = this.GetComponent <CinemachineCollisionImpulseSource>();

        cs.m_ImpulseDefinition.m_AmplitudeGain = booMPower;
        cs.GenerateImpulse();
    }
    public void SuperJump()
    {
        float superPower = 1.5F * jumpSpeed - Mathf.Abs(rig.velocity.y);

        if (superPower <= jumpSpeed / 2)
        {
            superPower = jumpSpeed / 2;
        }
        //   rig.AddForce(Vector2.up * 1000,ForceMode2D.Impulse);
        if (superPower >= 1.4f * jumpSpeed)
        {
            centerController.showNotify("Perfect", Color.blue);
        }
        else if (superPower >= 1.1 * jumpSpeed)
        {
            centerController.showNotify("Good", Color.green);
        }

        rig.velocity = new Vector2(rig.velocity.x, superPower);
    }