/// <summary>
 /// This method is used to update the character's animator based on the character movement component
 /// </summary>
 public void UpdateAnimatorBasedOnCharacterMovement()
 {
     AssociatedAnimator.SetFloat(HORIZONTAL_INPUT, Mathf.Abs(AssociatedCharacterMovmeent.MovementInput.x));
     AssociatedAnimator.SetFloat(VERTICAL_INPUT, Mathf.Abs(AssociatedCharacterMovmeent.MovementInput.y));
     AssociatedAnimator.SetFloat(VERTICAL_VELOCITY, CharacterPhysics.Velocity.y);
     AssociatedAnimator.SetInteger(MOVEMENT_STATE, (int)AssociatedCharacterMovmeent.CurrentMovementState);
     AssociatedAnimator.SetInteger(STANDING_GROUNDED_STATE, (int)AssociatedCharacterMovmeent.CurrentGroundedStandingState);
 }
 /// <summary>
 ///
 /// </summary>
 /// <param name="AnimationHash"></param>
 /// <param name="Value"></param>
 public void SetAnimationFloat(int AnimationHash, float Value)
 {
     AssociatedAnimator.SetFloat(AnimationHash, Value);
 }