public CharacterStateType ChangeByState(CharacterEditorStateData dt, CharacterStateType state)
 {
     if (IsStateExist(state) || state == CharacterStateType.ENTER_SCENE || state == CharacterStateType.UNDEFINE)
     {
         //Debug.Log("error state or exist state");
         return(dt.m_oldStateType);
     }
     dt.Init(state);
     return(state);
 }
    public void AddNewState(CharacterStateType state)
    {
        if (IsStateExist(state))
        {
            return;
        }
        CharacterEditorStateData dt = new CharacterEditorStateData();

        dt.Init(state);
        m_lsStates.Add(dt);
    }