//
    //Collision Goes Under Here
    //

    /// <summary>
    /// Number of Hits before being knocked to the ground
    /// </summary>



    private void OnTriggerEnter2D(Collider2D collision)
    {
        var other = collision.gameObject.tag;


        if (other == "LauncherAttack" && !inAir)
        {
            //Adjust enemy settings
            aiRef.FacePlayer();
            aiHitRef.GravitySetting(juggleGravity);
            aiHitRef.KnockUp(launcherForce);
            // aiHitRef.FreezeTimeOnHit(freezeTimer);
            aiControlRef.HitStunned(true);



            //Adjust player settings
            playerHitRef.GravitySetting(juggleGravity);
            playerHitRef.KnockUp(launcherForce);
            playerAnimRef.SetBool("heavyAttacking", false);
            playerAnimRef.SetBool("heavyAttacking2", false);
            playerAnimRef.SetBool("isLaunching", false);

            aerialTimer = 0;
        }

        if (other == "LightAttack" && !inAir)
        {
            //Adjust enemy settings
            aiRef.FacePlayer();
            aiHitRef.KnockBack(knockBackForce);
            aiControlRef.HitStunned(true);
            aiControlRef.TakeDamage(launcher);

            //Adjust Player settings
            // playerHitRef.KnockBack(knockBackForce);
        }

        if (other == "HeavyAttack" && !inAir)
        {
            //adjust enemy settings
            aiRef.FacePlayer();
            aiHitRef.KnockBack(knockBackForce);
            aiControlRef.HitStunned(true);
            aiControlRef.TakeDamage(swordHit);
            //Adjust Player settings
            //  playerHitRef.KnockBack(knockBackForce);
        }

        //When in the Air

        if (other == "LightAttack" && inAir)
        {
            aerialTimer = 0;
            ++aerialHitCounter;

            //Move the enemy
            aiRef.FacePlayer();
            aiHitRef.KnockUp(airHitForce);
            //Apply Hitstun
            aiControlRef.HitStunned(true);

            //Move the player
            playerHitRef.KnockUp(airHitForce);
        }

        if (other == "HeavyAttack" && inAir)
        {
            aerialTimer = 0;
            ++aerialHitCounter;

            //Move the enemy
            aiRef.FacePlayer();
            aiHitRef.KnockUp(airHitForce);
            //Apply hitstun
            aiControlRef.HitStunned(true);

            //Move the player
            playerHitRef.KnockUp(airHitForce);
        }
    }