public void DoAttack()
    {
        /*
         * Here is the hierarchy
         * MovementKeyboardControl: Presses X, directs to the basecontrols "OnAttackPressed"
         * OnAttackPressed will check if you can attack
         * Then it will direct this info to DoAttack of the MovementModel and the MovementView
         * This is the MovementView, which decides EVERYTHING about the attack, currently
         * The MovementModel also contains the functions of OnAttackStarted and OnAttackFinished, that both control the m_IsAttacking bool
         * I make the animator call on these functions, to turn off and on the bool
         */
        /*
         * As for combos. Should I not be able to make a bunch of if statements in here? Because then, if the condition of the if statement is true
         * wouldnt the code trigger THAT if statement instead of the rest? Like if you ended the if statement with return; to bring it out of the function.
         * Then the last combo attack would be highest up in the DoAttack function and the first furthest down
         *
         * The only possible obstacle i could think of, is that the CanAttack function will prevent the DoAttack from running.
         * I also cant make the function on the animation shorter than the animation, because then the sword will disappear (Visuals turn off at OnAttackFinished)
         * Therefore I have to make it so that the function that makes the sword go away and the function that makes it possible to attack again are two different functions
         * Essentially, I need to give the CharacterAnimationLister THREE functions!
         * One function at the beginning will tell the basecontrol you cant attack and turn on the visuals.
         * One function next to last will tell the basecontrol you can attack.
         * The last function will tell the movement view to turn off the visuals.
         */
        //if(WeaponParent.)

        WeaponType equippedWeaponType = m_EquipModel.GetEquippedWeaponType();

        if (equippedWeaponType == WeaponType.None)
        {
            Debug.Log("This item has no WeaponType. It is no weapon.");
            return;
        }
        if (equippedWeaponType == WeaponType.Sword)
        {
            Animator.SetTrigger("SwordIsAttacking");
        }
        if (equippedWeaponType == WeaponType.Gun)
        {
            Animator.SetTrigger("GunIsAttacking");
        }
        if (equippedWeaponType == WeaponType.Bow)
        {
            Animator.SetTrigger("BowIsAttacking");
        }
    }