// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        if (Fighter == null)
        {
            Fighter = animator.gameObject.GetComponent <Controll>();
        }

        if (Fighter2 == null)
        {
            Fighter2 = animator.gameObject.GetComponent <Controll2>();
        }

        if (soundEff != null)
        {
            if (Fighter != null)
            {
                Fighter.PlaySound(soundEff);
            }

            if (Fighter2 != null)
            {
                Fighter2.PlaySound(soundEff);
            }
        }
        if (Fighter != null)
        {
            damageColli_Player1 = GameObject.Find("Player1").GetComponentInChildren <DamageCollider>();

            if (damageColli_Player1 != null)
            {
                damageColli_Player1.Damage = damage;
            }

            FighterAnimatorBegin(Fighter.gameObject, "Player2", animator, stateInfo, layerIndex);
        }
        if (Fighter2 != null)
        {
            DamageCollider damageColli = GameObject.Find("Player2").GetComponentInChildren <DamageCollider>();

            if (damageColli_Player2 != null)
            {
                damageColli.Damage = damage;
            }

            FighterAnimatorBegin(Fighter2.gameObject, "Player1", animator, stateInfo, layerIndex);
        }
    }