public WeaponActionState GetActiveState()
 {
     if (UInput.GetButton(INC.SIGHT))
     {
         return(WeaponActionState.Sight);
     }
     else if (!characterController.isGrounded)
     {
         return(WeaponActionState.InAir);
     }
     else if (controller.GetCrouchSystem().IsCrouch())
     {
         return(WeaponActionState.Crouch);
     }
     else if (animator.GetInteger(SPEED_HASH) == 3)
     {
         return(WeaponActionState.Sprint);
     }
     else if (animator.GetInteger(SPEED_HASH) == 2)
     {
         return(WeaponActionState.Run);
     }
     else if (animator.GetInteger(SPEED_HASH) == 1)
     {
         return(WeaponActionState.Walk);
     }
     else
     {
         return(WeaponActionState.Idle);
     }
 }