private void Turn()
 {
     if (CheckMovement() && !MainRooms.IsRotating())
     {
         transform.LookAt(movementDirection);
     }
 }
    private void MovementAudio()
    {
        if (!groundCheck.isGrounded)
        {
            if (m_MovementAudio.isPlaying)
            {
                m_MovementAudio.Stop();
            }
            return;
        }
        // Play the correct audio clip based on whether or not the player is moving and what audio is currently playing.

        // Checks if the player is moving
        if (!CheckMovement() || MainRooms.IsRotating())
        {
            m_MovementAudio.Stop();
        }
        else
        {
            if (!m_MovementAudio.isPlaying)
            {
                m_MovementAudio.Play();
            }
        }
    }
    private void Move()
    {
        // Adjust the position of the player based on the player's input.
        if (CheckMovement() && !MainRooms.IsRotating())
        {
            movementDirection = m_Rigidbody.position + (Vector3.forward * m_HorizontalMovementInputValue + Vector3.right * m_VerticalMovementInputValue) * m_Speed * Time.deltaTime;

            m_Rigidbody.MovePosition(movementDirection);
        }
    }