public void NextStance2()
    {
        currStance = Stance_Type.player2;
        if (currStance == Stance_Type.TOTAL_STANCE)
        {
            currStance = 0;
        }
        playerController.ChangeMesh();
        switch (currStance)
        {
        case Stance_Type.player1:
            GetComponent <Animator>().runtimeAnimatorController = player1Anim;
            GetComponent <Animator>().avatar = player1Avatar;

            break;

        case Stance_Type.player2:
            GetComponent <Animator>().runtimeAnimatorController = player2Anim;
            GetComponent <Animator>().avatar = player2Avatar;
            break;

        default:
            break;
        }
    }
    public void PrevStance()
    {
        if (currStance != 0)
        {
            currStance--;
        }
        else
        {
            currStance = Stance_Type.TOTAL_STANCE - 1;
        }
        playerController.ChangeMesh();
        switch (currStance)
        {
        case Stance_Type.player1:
            GetComponent <Animator>().runtimeAnimatorController = player1Anim;
            GetComponent <Animator>().avatar = player1Avatar;
            break;

        case Stance_Type.player2:
            GetComponent <Animator>().runtimeAnimatorController = player2Anim;
            GetComponent <Animator>().avatar = player2Avatar;
            break;

        default:
            break;
        }
    }