public void SetIdle(BaseWeapon.AttackType type)
        {
            switch (type)
            {
            case BaseWeapon.AttackType.PUNCH:
                if (HasShield)
                {
                    _animator.SetFloat("IdleStance", 3);
                }
                else
                {
                    _animator.SetFloat("IdleStance", 0);
                }
                break;

            case BaseWeapon.AttackType.STAB:
                _animator.SetFloat("IdleStance", 1);
                break;

            case BaseWeapon.AttackType.SLASH:
                _animator.SetFloat("IdleStance", 2);
                break;

            default:
                _animator.SetFloat("IdleStance", 0);
                break;
            }
        }
 /// <summary>
 /// Set the correct animation based on the direction
 /// </summary>
 /// <param name="attackType"></param>
 /// <param name="direction"></param>
 public void Attack(BaseWeapon.AttackType attackType, Direction direction)
 {
     if (attackType == BaseWeapon.AttackType.SLASH && (direction == Direction.LEFT || direction == Direction.RIGHT))
     {
         _animator.SetTrigger("SLASH" + direction);
     }
     else
     {
         _animator.SetTrigger(attackType.ToString());
     }
 }