private void DeadState()
    {
        if (playerControll_Script.die == true)
        {
            //playerCurrentState = PlayerStatus.DeadRise;
            playerCameraControll_Script.CameraPlayerDeadRise();
            playerControll_Script.RunJustDiedState();
        }
        else if (playerControll_Script.dieRise == true)
        {
            //playerCurrentState = PlayerStatus.DeadRise;
            playerCameraControll_Script.CameraPlayerDeadRise();
            playerControll_Script.RunDeadRiseState();
            deathCountDown -= Time.deltaTime;
            if (deathCountDown < 0)
            {
                playerControll_Script.dieRise = false;
                deathCountDown = 20.0f;
                fall           = true;
            }
        }
        else if (fall == true)
        {
            //playerCurrentState = PlayerStatus.DeadFall;
            playerCameraControll_Script.CameraPlayerDeadFall();
            playerControll_Script.RunDeadFallState();
            deathFallCountDown -= Time.deltaTime;
            if (deathFallCountDown < 0)
            {
                fall = false;
                playerControll_Script.RunComeBackAliveState();
                //playerCurrentState = PlayerStatus.DeadReset;
                playerCameraControll_Script.CameraPlayerDeadReset();
            }
        }

        /*else
         * {
         *  RaycastHit hit;
         *  if (Physics.Raycast(transform.position, transform.TransformDirection(-transform.up), out hit, Mathf.Infinity))
         *  {
         *      float dist = Vector3.Distance(hit.transform.position, transform.position);
         *      print(dist);
         *      Debug.Log(hit.transform.name);
         *      if (dist < 400.0f)
         *      {
         *          alive = true;
         *          playerControll_Script.resetCharacterToVanilla();
         *      }
         *
         *  }
         * }*/
    }