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; } }