void SpecialFloorExit(GameObject collObj)
    {
        switch (collObj.tag)
        {
        case "SpecialFloor":
            SpecialPad padInst = collObj.GetComponent <SpecialPad>();
            switch (padInst.padType)
            {
            case SpecialPad.Pad.Conveyor:
                if (timer > Time.time)
                {
                    conveyorReset += addedSpeed;
                }
                else
                {
                    addedSpeed -= padInst.conveyorSpeed;
                }
                break;

            case SpecialPad.Pad.Speed:
                speed /= padInst.speedMultiplier;
                break;

            default:
                break;
            }
            break;
        }
    }
    void SpecialFloorEnter(GameObject collObj)
    {
        switch (collObj.tag)
        {
        case "SpecialFloor":
            SpecialPad padInst = collObj.GetComponent <SpecialPad>();
            switch (padInst.padType)
            {
            case SpecialPad.Pad.Conveyor:
                addedSpeed += padInst.conveyorSpeed;
                break;

            case SpecialPad.Pad.Gravity:
                if (padInst.negativeGravity && Mathf.Sign(rig.gravityScale) > 0)
                {
                    isGrounded          = true;
                    rig.gravityScale    = 0 - rig.gravityScale;
                    oLapA.localPosition = new Vector2(oLapA.localPosition.x, 0 - oLapA.localPosition.y);
                    oLapB.localPosition = new Vector2(oLapB.localPosition.x, 0 - oLapB.localPosition.y);
                }
                else if (!padInst.negativeGravity && Mathf.Sign(rig.gravityScale) < 0)
                {
                    isGrounded          = true;
                    rig.gravityScale    = 0 - rig.gravityScale;
                    oLapA.localPosition = new Vector2(oLapA.localPosition.x, 0 - oLapA.localPosition.y);
                    oLapB.localPosition = new Vector2(oLapB.localPosition.x, 0 - oLapB.localPosition.y);
                }
                break;

            case SpecialPad.Pad.Bounce:
                Bounce(padInst.bounceForce, Vector2.up, 0f);
                break;

            case SpecialPad.Pad.Speed:
                speed *= padInst.speedMultiplier;
                break;

            default:
                break;
            }
            break;
        }
    }