private void CollisionCheck()
{
Vector2 oofSet = collisions.rayOffSet;
float offSetY = transform.position.y - oofSet.y;
Vector2 rayRight = new Vector3(transform.position.x + oofSet.x, offSetY);
Vector2 rayLeft = new Vector3(transform.position.x - oofSet.x, offSetY);
RaycastHit2D groundHitR = Physics2D.Raycast(rayRight, Vector2.down, collisions.rayLength, collisions.groundLayer);
RaycastHit2D groundHitL = Physics2D.Raycast(rayLeft, Vector2.down, collisions.rayLength, collisions.groundLayer);
isGrounded = groundHitL || groundHitR;
Debug.Log(isGrounded);
}