IEnumerator StartCooldownMoveLeft() {
int amtCollidingChecks = 5;
_hasHitWallLeft = false;
_canMoveLeft = false;
//Check multiple time during animations if we're colliding with a wall
for (int i = 0; i < amtCollidingChecks; i++) {
yield return new WaitForSeconds(MOVECOOLDOWN / amtCollidingChecks);
Collider[] hitWalls = Physics.OverlapSphere(leftHandCollider.transform.position, leftHandCollider.radius, wallLayerMask);
if (hitWalls.Length > 0) OnCollisionLeftHand();
}
_canMoveLeft = true;
_hasHitWallLeft = false;
}