/// <summary>
    /// Update the idle state
    /// </summary>
    private void UpdateIdle(float dt)
    {
        Vector3 pos = CalcPlayerPositionOverTile(currTile);

        transform.position = Vector3.SmoothDamp(transform.position, pos, ref snapIdlePlayerToTileVel, snapIdlePlayerToTileSmooth);

        if (stateTimer < minTimeToWaitBeforeMovingAgain)
        {
            return;
        }

        bool shouldEnterMovingToTile    = (tileMovingTo != null && !BlockedDir(movingDir));
        bool shouldEnterSolveDoorEnigma = (tileMovingTo != null && BlockedDir(movingDir));

        if (shouldEnterMovingToTile)
        {
            // is going to clash with an enemy?
            // if so, we may want to join the InLevelShowingDescription state of the game manager
            bool clashWithEnemy = IsGoingToClashWithEnemy(out enemyClashedWith);
            GameManager.Instance.EnemyEvent = clashWithEnemy;

            if (clashWithEnemy)
            {
                enemyClashedWith.TextActivated = true;
                GameManager.Instance.SetDescriptionText(enemyClashedWith.descriptionText.displayedText);
                GameManager.Instance.NextPlayerTile = tileMovingTo;
                GameManager.Instance.SwitchState(GameState.InLevelShowingDescription, false);
                tileMovingTo = null;
            }
            else
            {
                SwitchState(PlayerState.MovingToTile, false);
            }
        }
        else if (shouldEnterSolveDoorEnigma)
        {
            currDoor = GetDirDoor(movingDir);
            currDoor.ActivateDoorBehaviour();
            GameManager.Instance.SwitchState(GameState.InLevelShowingDescription, false);

            // get the door description and set the ui desc with it
            GameManager.Instance.SetDescriptionText(currDoor.text.displayedText);
            GameManager.Instance.NextPlayerTile = tileMovingTo;

            tileMovingTo = null;
        }
    }