private Vector2 GetVisionDirection()
 {
     if (charFacing == null)
     {
         return(Vector2.right);
     }
     return(charFacing.IsFacingRight() ? Vector2.right : Vector2.left);
 }
    private void FixedUpdate()
    {
        // Controle do target da camera dependendo da direcao do sprite e da velocidade do jogador
        bool  isFacingRight = playerFacing.IsFacingRight();
        float targetOffsetX = isFacingRight ? cameraTargetOffsetX : -cameraTargetOffsetX;

        float currentOffsetX = Mathf.Lerp(cameraTarget.localPosition.x, targetOffsetX, Time.fixedDeltaTime * cameraTargetFlipSpeed);

        currentOffsetX += playerMovement.CurrentVelocity.x * Time.fixedDeltaTime * characterSpeedInfluence;

        cameraTarget.localPosition = new Vector3(currentOffsetX, cameraTarget.localPosition.y, cameraTarget.localPosition.z);
        //
    }