void Update()
 {
     if (state == State.IsNotIdle && Time.time - time > Delay)
     {
         if (!stanceManager.IsAnimating)
         {
             stanceManager.Idle();
             state = State.WillBeIdle;
         }
     }
 }
 /// <summary>
 /// SetIdle sets the player character's mesh into the idle position.
 /// </summary>
 public void SetIdle()
 {
     stanceManager.Idle(Vector3.zero, Vector3.forward);
     SetCharacter();
 }