public void LightAttack(bool facingLeft)
    {
        if (scriptState == ColliderScriptState.none)
        {
            timer = 0.0f;
            scriptState = ColliderScriptState.lightattack;
            this.facingLeft = facingLeft;
            weaponController.isHeavyAttack = false;
        }        

        if(timer >= 0.3f)
        {
            if(facingLeft)
            {
                weaponCollider.transform.localPosition = lightAttackPositionLeft;
            }
            else
            {
                weaponCollider.transform.localPosition = lightAttackPositionRight;
            }
            
            weaponCollider.size = lightAttackSize;
        }

        if(timer >= 0.5f)
        {
            weaponCollider.transform.localPosition = weaponOriginalPosition;
            weaponCollider.size = weaponOriginalSize;
            scriptState = ColliderScriptState.none;
        }
    }
    public void HeavyAttack(bool facingLeft)
    {
        if(scriptState == ColliderScriptState.none)
        {
            timer = 0.0f;
            scriptState = ColliderScriptState.heavyattack;
            this.facingLeft = facingLeft;
            weaponController.isHeavyAttack = true;            
        }

        if (timer >= 0.5f)
        {
            if (facingLeft)
            {
                weaponCollider.transform.localPosition = heavyAttackPositionLeft1;
            }
            else
            {
                weaponCollider.transform.localPosition = heavyAttackPositionRight1;
            }

            weaponCollider.size = heavyAttackSize1;
        }

        if(timer >= 0.9f)
        {
            if (facingLeft)
            {
                weaponCollider.transform.localPosition = heavyAttackPositionLeft2;
            }
            else
            {
                weaponCollider.transform.localPosition = heavyAttackPositionRight2;
            }

            weaponCollider.size = heavyAttackSize2;
        }

        if(timer >= 1.0f)
        {
            weaponCollider.transform.localPosition = weaponOriginalPosition;
            weaponCollider.size = weaponOriginalSize;
            scriptState = ColliderScriptState.none;
        }
    }