public void ChangeState(T newState, FiniteStateTransition transition)
        {
            if (stateLookup == null)
            {
                throw new Exception("States have not been configured, please call initialized before trying to set state");
            }

            if (!stateLookup.ContainsKey(newState))
            {
                throw new Exception("No state with the name " + newState.ToString() + " can be found. Please make sure you are called the correct type the statemachine was initialized with");
            }

            var nextState = stateLookup[newState];

            if (currentState == nextState)
            {
                return;
            }

            //Cancel any queued changes.
            if (queuedChange != null)
            {
                engine.StopCoroutine(queuedChange);
                queuedChange = null;
            }

            switch (transition)
            {
            //case StateMachineTransition.Blend:
            //Do nothing - allows the state transitions to overlap each other. This is a dumb idea, as previous state might trigger new changes.
            //A better way would be to start the two couroutines at the same time. IE don't wait for exit before starting start.
            //How does this work in terms of overwrite?
            //Is there a way to make this safe, I don't think so?
            //break;
            case FiniteStateTransition.Safe:
                if (isInTransition)
                {
                    if (exitRoutine != null)     //We are already exiting current state on our way to our previous target state
                    {
                        //Overwrite with our new target
                        destinationState = nextState;
                        return;
                    }

                    if (enterRoutine != null)     //We are already entering our previous target state. Need to wait for that to finish and call the exit routine.
                    {
                        //Damn, I need to test this hard
                        queuedChange = WaitForPreviousTransition(nextState);
                        engine.StartCoroutine(queuedChange);
                        return;
                    }
                }
                break;

            case FiniteStateTransition.Overwrite:
                if (currentTransition != null)
                {
                    engine.StopCoroutine(currentTransition);
                }
                if (exitRoutine != null)
                {
                    engine.StopCoroutine(exitRoutine);
                }
                if (enterRoutine != null)
                {
                    engine.StopCoroutine(enterRoutine);
                }

                //Note: if we are currently in an EnterRoutine and Exit is also a routine, this will be skipped in ChangeToNewStateRoutine()
                break;
            }


            if ((currentState != null && currentState.hasExitRoutine) || nextState.hasEnterRoutine)
            {
                isInTransition    = true;
                currentTransition = ChangeToNewStateRoutine(nextState, transition);
                engine.StartCoroutine(currentTransition);
            }
            else //Same frame transition, no coroutines are present
            {
                if (currentState != null)
                {
                    currentState.ExitCall();
                    currentState.Finally();
                }

                lastState    = currentState;
                currentState = nextState;
                if (currentState != null)
                {
                    currentState.EnterCall();
                    if (Changed != null)
                    {
                        Changed((T)currentState.state);
                    }
                }
                isInTransition = false;
            }
        }