void AnimationChecker()
    {
        //LEGS
        if (RB2D.velocity.x != 0f || RB2D.velocity.y != 0f)
        {
            LegAnimator.SetBool("IsMoving", true);
        }
        else
        {
            LegAnimator.SetBool("IsMoving", false);
        }

        //Weapons
        if (WeaponsOnHand [WeaponIndex] != null)         //this will make the system know to make the weapon on hand layer dominate the other ones.
        {
            PlayerAnimator.SetLayerWeight(WeaponsOnHand [WeaponIndex].GetComponent <WeaponClass> ().AnimationLayerIndex, 1f);
            CurrentAttack = WeaponsOnHand [WeaponIndex].GetComponent <WeaponClass> ().AttackAnimation;
        }
        else         //this is to makes sure the weapon layers don't mess with the fists layer
        {
            for (int i = 1; i < WeaponPool.Length; i++)
            {
                PlayerAnimator.SetLayerWeight(i, 0f);
            }
        }
    }
 //To check if it's moving or not
 void AnimationChecker()
 {
     LegAnimator.SetBool("IsMoving", true);
 }