private void Update()
        {
            IsFacingRight     = _state.IsLookingRight;
            _state.IsGrounded = CheckIsOnGround();
            grounded          = _state.IsGrounded;

            CloseToGround();
            ShieldThrowBlocked();

            if (_state.IsGrounded && _jumpBuffered)
            {
                _jumpBuffered = false;

                // we need to stop the player's velocity because the rays extend below the box collider
                // if we don't stop all movement before doing the jump, the downward momentum will consume the
                // jump force and the player won't go back upwards after _state.IsGrounded gets set to true
                _playerMovement.ZeroYVelocity();

                _playerMovement.OnJump();
            }
        }