private void ClearAnimation(EquipmentSlotType slot)
    {
        Animator anim = AnimatorFromEquipmentType(slot);
        EquipmentAnimatorMapping map = MappingFromEquipmentType(slot);

        map.current = EquipmentAnimationControllerName.NOT_SET;

        anim.runtimeAnimatorController = null;
        anim.GetComponent <SpriteRenderer> ().sprite = null;
    }
    public void UnequippedUpdateMapping(Sheet s, EquipmentSlotType slotType, Equipment e)
    {
        EquipmentAnimatorMapping map = MappingFromEquipmentType(slotType);

        if (map != null)           //can be null if the slot type is not a weapon, body, or head gear type as of 04/2017
//			Debug.Log(slotType + ": will remove");
        {
            ClearAnimation(slotType);
            RefreshAnimations();
        }
    }
    public void EquippedUpdateMapping(Sheet s, EquipmentSlotType slotType, Equipment e)
    {
        EquipmentAnimatorMapping map = MappingFromEquipmentType(slotType);

        if (map != null)           //can be null if the slot type is not a weapon, body, or head gear type as of 04/2017
//			Debug.Log(slotType + ": will add!");
        {
            map.animator = AnimatorFromEquipmentType(slotType);
            map.current  = e.AnimationControllerName;
            RefreshAnimations();
        }
    }