void CollisionController(Collider other)                                            //Funcion que configura las colisiones con el Player.
    {
        Instantiate(softEnemyExplosion, other.transform.position, Quaternion.identity); //Se instancia la explosion de daño de la nave.
        DestroyCollider(other);                                                         //Destruye el objeto colisionador.

        if (healthControllerClassReference.currentHealth <= 0)                          //Si la salud de la nave es menor o igual a cero...
        {
            UXControllerClassReference.AddScore(scoreForDestroy);
            spawnEnemiesClassReference.isEnemyOnScene = false;
            Instantiate(DestructionEnemyExplosion, other.transform.position, Quaternion.identity);
            spawnEnemiesClassReference.attackInvoke = true;

            if (gameObject.tag == "LevelBoss")
            {
                spawnEnemiesClassReference.isLevelBossOnScene   = false;
                spawnEnemiesClassReference.isLevelBossDestroyed = true;


                if (indexCurrentScene < 6)
                {
                    nextSceneClass.goToNextScene = true;
                    nextSceneClass.InvokeNextStage();
                    UXControllerClassReference.InvokeMissionCompletedUXActive();
                }
            }

            if (gameObject.tag == "FinalBoss")
            {
                spawnEnemiesClassReference.isFinalBossOnScene = false;
                spawnEnemiesClassReference.finalBossDestroyed = true;
                nextSceneClass.goToNextScene = true;
                nextSceneClass.InvokeNextStage();
                UXControllerClassReference.GameOver();
            }

            Destroy(gameObject);
        }
    }
    IEnumerator TextConfig()
    {
        for (int i = 0; i < Texts.Length; i++)
        {
            sentence1.SetActive(true);

            sentenceText.text = Texts[i];

            yield return(new WaitForSeconds(7f));

            sentence1.SetActive(false);
        }

        nextSceneClass.goToNextScene = true;
        nextSceneClass.InvokeNextStage();
    }