/// <summary>
 /// Waits for the impactActivated bool to be triggered by an Animation Event. Grabs the entity's
 /// currently equipped weapon and creates an impact collider based on the weapons specs.
 /// </summary>
 public virtual void CheckMeleeAttack()
 {
     if (impactActivated)
     {
         MeleeWeapon equippedWeapon = weaponMgmt.currentlyEquippedWeapon as MeleeWeapon;
         if (equippedWeapon != null)
         {
             // Creates the collider on the weapon, the weapon then calls the Cmd
             equippedWeapon.CreateImpactCollider(this);
         }
     }
 }