private void Update()
        {
            player_sprite.flipX = player_network.left;

            //This changes the y velocity when touching a wall so it gives the feeling the player is sliding on the wall
            if (IsWallFalling())
            {
                rb.velocity = new Vector2(rb.velocity.x, rb.velocity.y / fall_modifier);
            }

            Climbing_Ladder();

            //This flips the sprite according to the moving direction
            if (IsWallFalling() && IsTouchingLeft())
            {
                Flip(false);
            }
            else if (IsWallFalling() && IsTouchingRight())
            {
                Flip(true);
            }


            //This triggers the move animation
            anim_manager.Move(rb.velocity.magnitude > 0 && (IsGrounded() || IsOnPlatform()));

            direction_vector = rb.velocity.y;
        }
        private void Update()
        {
            //player_sprite.flipX = player_network.left;
            player_sprite.flipX = local_left;

            //This changes the y velocity when touching a wall so it gives the feeling the player is sliding on the wall
            if (IsWallFalling())
            {
                rb.velocity = new Vector2(rb.velocity.x, rb.velocity.y / fall_modifier);
            }

            Climbing_Ladder();

            //This flips the sprite according to the moving direction
            if (IsWallFalling() && IsTouchingLeft())
            {
                Flip(false);
            }
            else if (IsWallFalling() && IsTouchingRight())
            {
                Flip(true);
            }


            //This triggers the move animation
            anim_manager.Move(rb.velocity.magnitude > 0 && (IsGrounded() || IsOnPlatform()));


            //This is the indicator on top of the player
            player_indicator.SetActive(is_active);


            if (Input.GetKeyDown(KeyCode.C))
            {
                Swap_Character();
                ChangeLayer();  //--------------------------------------change layer to player/terrain for character can jump head of each other
            }
        }