public static void ChangeAnimation(AnimStasis stasis)
 {
     for (int i = 0; i < 2; i++)
     {
         ChangeAnimation(stasis, i);
     }
 }
 public static void ChangeAnimation(AnimStasis stasis, float Scale)
 {
     for (int i = 0; i < 2; i++)
     {
         Anims[i].SetTimeScale(Scale);
         ChangeAnimation(stasis, i);
     }
 }
    public static void ChangeAnimation(AnimStasis stasis, int index)
    {
        CharacterAnim ca = Anims[index];

        switch (stasis)
        {
        case AnimStasis.HIT:
            ca.TempName = ca.hit; break;

        case AnimStasis.LATK: ca.TempName = ca.strongAtk; break;

        case AnimStasis.MATK: ca.TempName = ca.middleAtk; break;

        case AnimStasis.SATK: ca.TempName = ca.weakAtk; break;

        case AnimStasis.GUARD: ca.TempName = ca.guard; break;

        case AnimStasis.IDLE: ca.TempName = ca.idle; break;

        case AnimStasis.LAND: ca.TempName = ca.land; break;

        case AnimStasis.MANA: ca.TempName = ca.mana; break;

        case AnimStasis.RUSH: ca.TempName = ca.rush; break;

        case AnimStasis.SRUSH: ca.TempName = ca.slowRush; break;

        case AnimStasis.WIN: ca.TempName = ca.win; break;

        case AnimStasis.WINNING: ca.TempName = ca.winning; break;

        case AnimStasis.LOSE: ca.TempName = ca.lose; break;

        case AnimStasis.LOSING: ca.TempName = ca.losing; break;
        }
    }