private void OnTriggerEnter2D(Collider2D other)
 {
     if (other.gameObject.CompareTag("Player"))
     {
         GerenciadorDeFase.RespawnPlayer();
     }
 }
    private void FixedUpdate()
    {
        if (transform.position.y < -15)
        {
            GerenciadorDeFase.RespawnPlayer();
        }

        print(jump);

        if (usandoTelecinesia)
        {
            usandoTelecinesia = false;
            if (isGrounded)
            {
                isGrounded  = false;
                rb.velocity = Vector2.zero;
                animator.SetFloat("Speed", 0);
            }
        }
        else
        {
            rb.velocity = new Vector2(moveInput * speed, rb.velocity.y);
            animator.SetFloat("Speed", Mathf.Abs(moveInput));
            Flip();
            if (isGrounded)
            {
                //print("CACHORRO");
                isGrounded = false;
                OnLandEvent.Invoke();
                animator.SetBool("IsJumping", false);


                if (jump)
                {
                    jump        = false;
                    rb.velocity = Vector2.up * jumpForce;
                    isGrounded  = false;
                }
                if (crouch)
                {
                    crouch      = false;
                    isCrouching = true;
                }
                else
                {
                    isCrouching = false;
                }
                if (isCrouching)
                {
                    animator.SetBool("IsCrouching", true);
                    rb.velocity *= crouchSpeed;
                    if (crouchDisableCollider != null)
                    {
                        crouchDisableCollider.enabled = false;
                    }
                }
                else if (Physics2D.OverlapCircle(ceilingCheck.position, ceilingCheckRadius, whatIsGround))
                {
                    Debug.Log("BATATA");
                    isCrouching = true;
                }
                else
                {
                    animator.SetBool("IsCrouching", false);
                    if (crouchDisableCollider != null)
                    {
                        crouchDisableCollider.enabled = true;
                    }
                }
            }
            else
            {
                animator.SetBool("IsJumping", true);
            }
        }
    }