private void Death()
    {
        spawner.KilledEnemy(this);
        Destroy(gameObject);
        controller.AddPoints(10);
        controller.AddCoins(Random.Range(2, 5));
        effectHandler.InstantiateParticle(transform.position, ParticleType.EnemyDeath, destroyTime: 5);
        effectHandler.PlaySound(transform.position, SoundType.EnemyDeath);

        //STATS
        statsManager?.KillEnemy();
    }
    private void Shoot()
    {
        controller.Shoot();

        if (weapon.weaponType == WeaponType.PROJECTILE)
        {
            ShootProjectile();
        }
        else if (weapon.weaponType == WeaponType.RAYCAST)
        {
            ShootRay();
        }
        else if (weapon.weaponType == WeaponType.EXPLOSIVE)
        {
            ShootExplosive();
        }

        effectHandler.PlaySound(transform.position, SoundType.Shoot);
        canShoot = false;

        //STATS
        statsManager?.Shoot();
    }
    public void Move(float move, bool crouch, bool jump)
    {
        // If crouching, check to see if the character can stand up
        if (!crouch)
        {
            // If the character has a ceiling preventing them from standing up, keep them crouching
            if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
            {
                crouch = true;
            }
        }

        //only control the player if grounded or airControl is turned on
        if (m_Grounded || m_AirControl)
        {
            // If crouching
            if (crouch)
            {
                if (!m_wasCrouching)
                {
                    m_wasCrouching = true;
                    OnCrouchEvent.Invoke(true);
                }

                // Reduce the speed by the crouchSpeed multiplier
                move *= m_CrouchSpeed;

                // Disable one of the colliders when crouching
                if (m_CrouchDisableCollider != null)
                {
                    m_CrouchDisableCollider.enabled = false;
                }
            }
            else
            {
                // Enable the collider when not crouching
                if (m_CrouchDisableCollider != null)
                {
                    m_CrouchDisableCollider.enabled = true;
                }

                if (m_wasCrouching)
                {
                    m_wasCrouching = false;
                    OnCrouchEvent.Invoke(false);
                }
            }

            // Move the character by finding the target velocity
            Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
            // And then smoothing it out and applying it to the character
            m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing);
        }
        // If the player should jump...
        if (jumps > 0 && jump)
        {
            // Add a vertical force to the player.
            jumps--;
            jumpParticle.Play();
            OnJumpEvent.Invoke();
            sfx.PlaySound(transform.position, SoundType.Jump);
            controller.setJumps(jumps);

            m_Rigidbody2D.velocity *= Vector2.right;
            m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
        }
    }