void Update()
    {
        if (Input.GetKeyDown(KeyCode.W) || Input.GetKeyDown(KeyCode.A) || Input.GetKeyDown(KeyCode.S) || Input.GetKeyDown(KeyCode.D))
        {
            playerManager.StepsTaken++;
            Vector3 OldPos = transform.position;
            MovePos();

            if (OldPos != transform.position)
            {
                if (StandingTile.ToggleType)
                {
                    PressurePlate pressurePlate = StandingTile.GetComponent <PressurePlate>();
                    pressurePlate.ToggleState();
                }
                else if (StandingTile.SpikeType)
                {
                    SpikeTile spike = StandingTile.GetComponent <SpikeTile>();
                    if (spike.State)
                    {
                        playerManager.GetHurt();
                    }
                }
                else if (StandingTile.KeyType)
                {
                    KeyTile key = StandingTile.GetComponent <KeyTile>();
                    TotalKeys = key.ToggleState(TotalKeys);
                }
                else if (StandingTile.ChestType)
                {
                    LockedChest chest = StandingTile.GetComponent <LockedChest>();
                    TotalKeys = chest.ToggleState(TotalKeys);
                }
                else if (StandingTile.EndType)
                {
                    EndTile Finish = StandingTile.GetComponent <EndTile>();
                    Finish.ToggleState();
                    MyFiredArrows?.Invoke();
                }
            }
        }
    }