void OnTriggerEnter2D(Collider2D other)
    {
        if (other.tag == "Item") // entra en contacto con un iterm y se activa la capacidad de interactuar con este
        {
            PickableItem pim = other.GetComponent <PickableItem>();
            currentItem = pim;

            canInteract = true;
        }
        else if (other.tag == "RoomDetector")
        {
            if (other.gameObject.GetComponent <PickableItem>() != null)
            {
                //La puerta tiene un candado
                currentItem = other.GetComponent <PickableItem>();
                canInteract = true;
            }
            else if (other.GetComponent <RoomDetectorContoller>() != null)
            {
                currentRoomDetector = other.GetComponent <RoomDetectorContoller>();
                canGoDoor           = true;
            }
            else if (other.GetComponent <DoorwayLockController>() != null)
            {
                doorwayLockDetector = other.GetComponent <DoorwayLockController>();
                canInteract         = true;
            }
        }
    }
    /// <summary>
    /// Metodo que maneja el recibimiento de inputs dentro del juego
    /// </summary>
    void Inputs()
    {
        // Interaccion con el boton de interactuar y un objeto interactuable
        if (canInteract && Input.GetButton("Fire1"))
        {
            if (currentItem != null)
            {
                if (currentItem.type == InteractableObjectType.Food)
                {
                    playerInverntoryControlerReference.AddFoodRation();
                    Destroy(currentItem.gameObject);
                }
                else if (currentItem.type == InteractableObjectType.Item)
                {
                    playerInverntoryControlerReference.AddItem(currentItem);
                }
                else if (currentItem.type == InteractableObjectType.LockedDoor)
                {
                    if (CheckDoor())
                    {
                        currentRoomDetector = currentItem.GetComponent <RoomDetectorContoller>();
                        canInteract         = false;
                        canGoDoor           = true;
                        Destroy(currentItem);
                    }
                    else
                    {
                        canInteract = false;
                        //No tienes la llave papu
                    }
                }
            }
            else if (doorwayLockDetector != null)
            {
                int posInventory = CheckDoorway();
                if (CheckDoorway() != -1)
                {
                    canInteract = false;
                    doorwayLockDetector.DoEvents();

                    List <PickableItemInfo> currentInventory = playerInverntoryControlerReference.GetInventory();
                    //currentInventory[posInventory].
                }
                else
                {
                    canInteract = false;
                }
            }
        }

        // parte que maneja el entrar a una puerta desbloqueada o que no tenia seguro
        double horizontalMove = Input.GetAxis("Horizontal");
        double verticalMove   = Input.GetAxis("Vertical");

        enterDoor(horizontalMove, verticalMove);
    }
    void OnTriggerExit2D(Collider2D other)
    {
        if (other.tag == "Item")
        {
            PickableItem pim = other.GetComponent <PickableItem>();
            if (currentItem != null && pim == currentItem)
            {
                currentItem = null;
                canInteract = false;
            }
        }

        else if (other.tag == "RoomDetector")
        {
            if (other.gameObject.GetComponent <PickableItem>() != null)
            {
                PickableItem pim = other.GetComponent <PickableItem>();
                if (currentItem != null && pim == currentItem)
                {
                    currentItem = null;
                    canInteract = false;
                }
            }
            else if (other.gameObject.GetComponent <RoomDetectorContoller>() != null)
            {
                currentRoomDetector = null;
                canGoDoor           = false;
            }

            else if (other.gameObject.GetComponent <DoorwayLockController>() != null)
            {
                doorwayLockDetector = null;
                canInteract         = false;
            }
        }
    }