//void OnTriggerStay(Collider collEnter)
    //{
    //    if (collEnter.gameObject.tag == "Player")
    //    {

    //        //playerComand.checkpoint = transform.parent;


    //        if (playerComand.playerLife <= healthBarPlayer.getMaxPoints())
    //        {
    //            //print("GANHANDO VIDA");

    //            //playerComand.playerLife += lifeHealVal;
    //            //healthBarPlayer.HealDamage(lifeHealVal);
    //        }
    //    }
    //}

    void OnTriggerEnter(Collider collEnter2)
    {
        if (collEnter2.gameObject.tag == "Player")
        {
            savedGame = true;


            //print("nFase:" + numFase);

            playerComand.x = transform.position.x;
            playerComand.y = transform.position.y;
            playerComand.z = transform.position.z;

            saveLoad.loadPos_x = transform.position.x;
            saveLoad.loadPos_y = transform.position.y;
            saveLoad.loadPos_z = transform.position.z;
            saveLoad.WriteText("SaveGame");

            // se o valor do save for maior ou igual ao valor do savepoint, ele fica true

            if (savedTrigger == false && savedTrigger == false)
            {
                if (saveLoad.saveLightQuadrant <= numQuadrant)
                {
                    saveLoad.saveLightQuadrant = numQuadrant;
                    //}
                    for (int i = 0; i < numQuadrant; i++)
                    {
                        for (int j = 0; j <
                             lightQuadrant[i].gameObject.transform.childCount; j++)
                        {
                            //lightQuadrant[i].gameObject.transform.GetChild(j).gameObject.
                            //GetComponent<Renderer>().enabled = true;
                            lightQuadrant[i].gameObject.transform.GetChild(j).gameObject.SetActive(true);
                        }
                        //lightQuadrant[i].gameObject.
                        //lightQuadrant[i].gameObject.transform.GetChild(1).gameObject.SetActive(true);

                        //GetComponentInChildren<GameObject>().SetActive(true);
                        //lightQuadrant[i].GetComponent<Renderer>().enabled = false;
                    }
                }
            }

            savedTrigger = true;
        }
    }