public void ShootFUP(bool flipX)
 {
     if (!isDead)
     {
         _timer += 1 * Time.deltaTime;
         if (!isJumping && !isCrouch)
         {
             if (_timer > 0.25f)
             {
                 _characterWeapon.ShootFrontUp(flipX);
                 _timer = 0;
             }
         }
     }
 }