public void Reload()
 {
     // Only reload if a weapon is equipped.
     if (!_weapon.GetCurrentWeapon())
     {
         return;
     }
     _animation.Reload();
 }
        public void SetAim(bool isAiming)
        {
            // Only update if changed.
            if (IsAiming == isAiming)
            {
                return;
            }
            // Ignore if reloading.
            if (_isReloading)
            {
                return;
            }
            IsAiming = isAiming;
            // Set the idle to fists if no weapon is equipped.
            var weaponEquipped = _characterWeapon.GetCurrentWeapon();

            _animator.SetTrigger(weaponEquipped ? Pistol : Fist);

            _characterWeapon.enabled = IsAiming;
        }