private void OnTriggerExit(Collider other)
    {
        // If the player leaves the water, we'll deactivate our invisible floor and tell them to stop swimming.

        /*if (other.CompareTag("Player"))
         * {
         *  if (animManager != null)
         *  {
         *      animManager.Swimming = false;
         *  }
         *
         *  dynamicCollider.enabled = false;
         * }
         * else */if (other.CompareTag("SwimBody") && waterController.waterState != WaterState.Frozen)
        {
            animManager = other.transform.parent.parent.GetComponentInChildren <PlayerAnimManager>();

            if (animManager != null)
            {
                if (animManager.Swimming)
                {
                    animManager.Swimming = false;
                }
            }

            dynamicCollider.enabled = false;
        }
        else
        {
            if (waterController.waterState == WaterState.Frozen)
            {
                dynamicCollider.enabled = false;
            }
        }
    }
    private void OnTriggerEnter(Collider other)
    {
        /*if (other.CompareTag("Player") && waterController.waterState != WaterState.Frozen)
         * {
         *  animManager = other.GetComponentInChildren<PlayerAnimManager>();
         *
         *  if (animManager != null)
         *  {
         *      animManager.Swimming = true;
         *  }
         * }
         * else */if (other.CompareTag("SwimBody") && waterController.waterState != WaterState.Frozen)
        {
            animManager = other.transform.parent.parent.GetComponentInChildren <PlayerAnimManager>();

            if (animManager != null)
            {
                if (!animManager.Swimming)
                {
                    animManager.Swimming = true;
                }
            }
        }
    }