// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
    //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
    //
    //}

    // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
    override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        if (armPart == null)
        {
            armPart = animator.GetComponentInParent <ArmPart>();
        }

        if (stateInfo.IsName("Punch") || stateInfo.IsName("StrongPunch") || stateInfo.IsName("2Handed"))
        {
            armPart.ArmColliders(false, 0);
            armPart.ArmColliders(false, 1);
            armPart.StartedNewAttack(ECombatInputType.NONE);
            //fightSolver.HandleInput();
        }
    }
 //Is used in animation events
 void EnableStateArm(int arm)
 {
     arms.ArmColliders(true, arm);
 }