public void Throw_Pickup_Weapon()
    {
        if (playerStats.currentWeapon.WeaponType != Weapon.Type.Unarmed)         // Throw weapon
        {
            EffectSpawner.instance.SpawnAnchoredGroundEffect(3, rigidBody, entityInput.GetPointerDirection(), 0.5f, 0.5f).ScaleEffect(3f);
            SoundMaker.i.PlaySound("TinySwing", transform.position, 0.5f);

            GameObject weaponPrefab = Instantiate(throwablePrefab, transform.position, Quaternion.Euler(Vector3.zero));
            //WorldSkewer.SkewObject(weaponPrefab, false);
            ThrownWeapon thrownWeapon = weaponPrefab.GetComponent <ThrownWeapon>();
            thrownWeapon.SetWeapon(playerStats.currentWeapon);
            thrownWeapon.ScaleAttack(2.25f);
            thrownWeapon.SetTrajectory(entityInput.GetPointerDirection(), 18f, 0.6f, 0.5f);

            //Discard Weapon
            playerStats.DiscardWeapon();
        }
        else         // Pick up weapon
        {
            GameObject nearestWeapon = GetNearestWeapon();
            if (nearestWeapon != null)
            {
                SoundMaker.i.PlaySound("TinySwing", transform.position, 0.5f);
                playerStats.currentWeapon = nearestWeapon.GetComponent <IDroppedWeapon>().GetWeapon();
                nearestWeapon.GetComponent <IDroppedWeapon>().DestroySelf();
            }
        }
        SpriteEquip();
        if (weaponAnimator.gameObject.activeSelf)
        {
            weaponAnimator.Play(GetStateName());
        }
        UpdateWeaponAnimator();
    }
    public void DropWeapon()
    {
        if (playerStats.currentWeapon.WeaponType != Weapon.Type.Unarmed)         // Throw weapon
        {
            //EffectSpawner.instance.SpawnAnchoredGroundEffect(3, rigidBody, entityInput.GetPointerDirection(), 0.5f, 0.5f).ScaleEffect(3f);
            SoundMaker.i.PlaySound("TinySwing", transform.position, 0.5f);

            GameObject weaponPrefab = Instantiate(throwablePrefab, transform.position, Quaternion.Euler(Vector3.zero));
            //WorldSkewer.SkewObject(weaponPrefab, false);
            ThrownWeapon thrownWeapon = weaponPrefab.GetComponent <ThrownWeapon>();
            thrownWeapon.SetWeapon(playerStats.currentWeapon);
            thrownWeapon.ScaleAttack(2.25f);
            thrownWeapon.SetTrajectory(entityInput.GetPointerDirection(), 4f, 0.6f, 0.5f);

            //Discard Weapon
            playerStats.DiscardWeapon();
        }
        SpriteEquip();
        UpdateWeaponAnimator();
    }