private void CheckCollisionWithPlayer(Collider collider)
        {
            BattlePlayer battlePlayer = collider.gameObject.GetComponentInParent <BattlePlayer>();

            if (battlePlayer == null)
            {
                return;
            }

            if (battlePlayer == Player_)
            {
                return;
            }

            Vector3 forward = Player_.Rigidbody.velocity;

            forward = forward.normalized;
            battlePlayer.Health.TakeDamage(DashDamage, forward, damageSource: Player_);
            Player_.Health.Knockback(-forward);

            GameNotifications.OnBattlePlayerDashHit.Invoke(battlePlayer, Player_);

            dashCollider_.enabled = false;
            OnDashCancelled.Invoke();
        }
        private void CheckCollisionWithWall(Collider collider)
        {
            Wall wall = collider.gameObject.GetComponentInParent <Wall>();

            if (wall == null)
            {
                return;
            }

            Player_.Health.Knockback(forward: -collider.transform.right);

            dashCollider_.enabled = false;
            OnDashCancelled.Invoke();
        }