void OnTriggerEnter(Collider collEnter2)
    {
        //print(seconds);

        //if (seconds != 5)
        //{
        //    timer += Time.deltaTime;
        //    seconds = (int)(timer % 60);


        //}
        //else
        //{
        //    seconds = 0;
        //    timer = 0.0f;
        //    BlockWall.spawnsLimit = 0;
        //    SceneManager.LoadScene(0);
        //    endGameUI.SetActive(false);
        //}

        //SceneManager.LoadScene(nextStage);
        saveLoad.resetSpawns();
        passouFase = true;
    }