//public GameObject _player;
//public float _distance;
// Use this for initialization
void Start()
{
_animation = GetComponent<Animation> ();
string _animationToPlay = _animationClip.name.ToString();
//int animCount = _animation.GetClipCount(); // clip?! Unity people, why not state??
//Debug.Log("Animations found: " + animCount );
//_player = GameObject.FindGameObjectWithTag("Player");
_animation[_animationToPlay].wrapMode = WrapMode.Loop;
_animation.PlayQueued(_animationToPlay, QueueMode.CompleteOthers);
// foreach(AnimationState s in _animation) {
//
// string theName = s.name.ToString();
// //_animation[theName].wrapMode = WrapMode.Once;
// _animation.PlayQueued(theName, QueueMode.CompleteOthers);
//
//
//
// }
//
}