void Update()
    {
        //Uncomment afetr adding Animator component
        animator = anim;

        //DEBUG BLOCK
        _Y          = movement.y;
        _isMoving   = isMoving;
        _isJumping  = isJumping;
        _isGrounded = isGrounded;
        _isSliding  = isSliding;
        _landed     = landed;
        _stopped    = stopped;
        _animState  = animState.ToString();
        //TESTING END

        setFlags();
        checkCanMove();

        checkInput();
        currentAnimationState();
        applyGravity();
        move();

        lastAnimState = animState;
    }
    private void currentAnimationState()
    {
        if (landed)
        {
            animator.SetTrigger("Landed");
            landed = false;
        }

        if (stopped)
        {
            animator.SetTrigger("Stopped");
            stopped = false;
        }

        if (!isGrounded)
        {
            if (isJumping)
            {
                animState = AnimationState.State.Jumping;
            }
            else if (isSliding)
            {
                animState = AnimationState.State.Sliding;
            }
            else
            {
                animState = AnimationState.State.Falling;
            }
        }
        else
        {
            if (Mathf.Abs(movement.x + movement.z) < 0.05f)
            {
                animState = AnimationState.State.Idle;
            }
            else
            {
                animState = AnimationState.State.Running;
                animator.ResetTrigger("Stopped");
            }
        }

        animator.SetInteger("State", (int)animState);
    }
    void Update()
    {
        //Uncomment afetr adding Animator component
        animator = anim;

        //DEBUG BLOCK
        _Y = movement.y;
        _isMoving = isMoving;
        _isJumping = isJumping;
        _isGrounded = isGrounded;
        _isSliding = isSliding;
        _landed = landed;
        _stopped = stopped;
        _animState = animState.ToString();
        //TESTING END

        setFlags ();
        checkCanMove ();

        checkInput();
        currentAnimationState ();
        applyGravity ();
        move ();

        lastAnimState = animState;
    }
    private void currentAnimationState()
    {
        if (landed)
        {
            animator.SetTrigger ("Landed");
            landed = false;
        }

        if (stopped)
        {
            animator.SetTrigger ("Stopped");
            stopped = false;
        }

        if (!isGrounded)
        {
            if (isJumping)
            {
                animState = AnimationState.State.Jumping;
            }
            else if (isSliding)
            {
                animState = AnimationState.State.Sliding;
            }
            else
            {
                animState = AnimationState.State.Falling;
            }
        }
        else
        {
            if (Mathf.Abs(movement.x + movement.z) < 0.05f)
            {
                animState = AnimationState.State.Idle;
            }
            else
            {
                animState = AnimationState.State.Running;
                animator.ResetTrigger("Stopped");
            }
        }

        animator.SetInteger ("State", (int)animState);
    }