// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
 override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     if (Input.GetKeyDown(KeyCode.LeftShift))
     {
         Playermoving.GTG();
     }
 }
    // bool isGrounded;

    private void Awake()
    {
        if (PSing == null)
        {
            PSing = this;
            DontDestroyOnLoad(gameObject);
        }
        else
        {
            DestroyImmediate(gameObject);
        }

        PSing.PSM = GetComponent <Animator>();
    }