IEnumerator StartCooldownMoveRight() {
int amtCollidingChecks = 5;
_hasHitWallRight = false;
_canMoveRight = 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(rightHandCollider.transform.position, rightHandCollider.radius, wallLayerMask);
if (hitWalls.Length > 0) OnCollisionRightHand();
}
_canMoveRight = true;
_hasHitWallRight = false;
}