void StartPass()
 {
     state_of_player=State_of_Player.Pass;
     anim.SetBool(hash.bool_pass,true);
     if(indexBallpos==0)
     {
         new_Ball_Pos(1);
     }
 }
 void endPass()
 {
     //print ("End Pass");
     state_of_player = State_of_Player.Normal;
 }
    //==================================================================================================================
    /*/
    void Update()
    {

        if(Vector3.Distance(strategyCamera.ScreenToWorldPoint( Input.mousePosition),transform.position)<OPTION.MouseLock)
        {
            MonoBehaviour.print("Hello");
        }
    }
    /*/
    void MovementManagement(float rot, float fow)
    {
        //MonoBehaviour.print(Name+"_angularspeed:"+rot+"*"+SPEED.maxAngularSpeed);
        if(contr.OPTIONS.Stasis)
            fow = 0;
        else
        {
            if(fow>OPTION.max_fow)
                fow=OPTION.max_fow;
            if(fow<-OPTION.max_fow)
                fow=-OPTION.max_fow;
        }
        //rot = Mathf.Sign (rot);
        //MonoBehaviour.print ("for:" + fow + "rot:" + rot);
        switch(state_of_player)
        {
        case State_of_Player.Normal:
        {
            ChangeRotation ();
            if (rot != 0f) //
            {
                anim.SetFloat (hash.float_angular_speed, rot*SPEED.maxAngularSpeed, SPEED.speedDampTime*0.5f, Time.deltaTime);
            }
            else
            {
                anim.SetFloat (hash.float_angular_speed, 0f, SPEED.speedDampTime, Time.deltaTime);
            }
            if (fow != 0f)
            {
                // ... set the players rotation and set the speed parameter to 5.5f.
                ChangePosition ();
                anim.SetFloat (hash.float_speed, fow*SPEED.maxSpeed, SPEED.speedDampTime, Time.deltaTime);
            }
            else
            {
                ChangePosition ();
                anim.SetFloat (hash.float_speed, 0f, SPEED.speedDampTime, Time.deltaTime);
            }
            //=============================to=Jump=========
            if(Input.GetButtonDown ("Jump"))
            {
                /*/
                timer+=Time.deltaTime;
                if(timer> maxSpaceTimer)
                {
                }
                /*/
                if(anim.GetInteger(hash.int_jump)==0)
                    anim.SetInteger(hash.int_jump,1);
                state_of_player=State_of_Player.Jump;
            }
            //=============================to=Pass=========
            if(!OPTION.isBot&&OPTION.have_ball&&Input.GetMouseButtonDown(mouseIndex))
            {
                StartPass();
            }
            break;
        }
        case State_of_Player.Jump:
        {
            anim.SetFloat (hash.float_speed, jumpspeed, SPEED.speedDampTimeJump, Time.deltaTime);
            anim.SetFloat (hash.float_angular_speed, 0f, SPEED.speedDampTime, Time.deltaTime);
            //print(anim.GetFloat(hash.float_speed));
            ChangePosition();
            ChangeRotation();
            break;
        }
        case State_of_Player.Pass:
        {
            anim.SetFloat (hash.float_speed, 0f, SPEED.speedDampTime, Time.deltaTime);
            anim.SetFloat (hash.float_angular_speed, 0f, SPEED.speedDampTime, Time.deltaTime);
            ChangePosition();
            ChangeRotation();
            break;
        }
        case State_of_Player.Fall:
        {
            break;
            if(CHILDREN.Armature!=null)
            {
                transform.position=CHILDREN.Armature.position;
                CHILDREN.Armature.localPosition=new Vector3();
            }
            break;
        }
        }
    }
 void endJump()
 {
     state_of_player=State_of_Player.Normal;
     anim.SetInteger (hash.int_jump, 0);
 }