void CollisionForPushBox()
    {
        foreach (PhysicsComponent physicsEntity in m_PhysicsEntities)
        {
            foreach (PhysicsComponent other in m_PhysicsEntities)
            {
                if (physicsEntity == other)
                {
                    continue;
                }

                BoxOverlap overlap = PhysicsUtility.GetOverlapOfBox(physicsEntity.PushBox, other.PushBox);

                if (PhysicsUtility.AreBoxesIntersecting(physicsEntity.PushBox, other.PushBox))
                {
                    physicsEntity.transform.Translate(new Vector3(overlap.x, 0) * 0.5f);
                    other.transform.Translate(new Vector3(overlap.x, 0) * -0.5f);
                }



                return;
            }
        }
    }