void CheckOrientation()
    {
        leftOrientHit = Physics2D.RaycastAll(
            new Vector2(
                this.transform.position.x - 1f,
                this.transform.position.y - 3f
                ),
            Vector2.down,
            0.5f
            );

        rightOrientHit = Physics2D.RaycastAll(
            new Vector2(
                this.transform.position.x + 1f,
                this.transform.position.y - 3f
                ),
            Vector2.down,
            0.5f
            );

        for (int i = 0; i < leftOrientHit.Length; i++)
        {
            if (leftOrientHit[i].collider.tag == "ground")
            {
                leftGrounded = true;
                break;
            }

            leftGrounded = false;
        }

        for (int i = 0; i < rightOrientHit.Length; i++)
        {
            if (rightOrientHit[i].collider.tag == "ground")
            {
                rightGrounded = true;
                break;
            }


            rightGrounded = false;
        }

        if (!leftGrounded && player.GetGrounded())
        {
            this.transform.Rotate(Vector2.left * rotationSpeed);
        }
        else if (!rightGrounded && player.GetGrounded())
        {
            this.transform.Rotate(Vector2.right * rotationSpeed);
        }
    }