/// <summary>
 /// Stand and relax playing default animation.
 /// </summary>
 public void Idle()
 {
     if (_locked)
     {
         return;
     }
     State = MotionState.Idling;
     _motion.Animate(AnimationState.Idling);
     SetSpeed(0);
     if (_motion.Target != _transform.position)
     {
         _motion.Target = _transform.position;
     }
 }
 /// <summary>
 /// Stand and relax playing default animation.
 /// </summary>
 public void Idle()
 {
     if (_locked)
     {
         return;
     }
     _motion.State = MotionState.Idling;
     _motion.Animate(AnimationState.Idling);
     if (!_motion.ClampIdleRotation)
     {
         if (_motion.IdleRotationSpeed != 0)
         {
             _head.eulerAngles += new Vector3(0, _motion.IdleRotationSpeed, 0);
         }
     }
     else
     {
         if (Mathf.Abs(_head.eulerAngles.y - _motion.ClampedIdleRotStart) % 360 <= ClampedRotError ||
             Mathf.Abs(_head.eulerAngles.y - _motion.ClampedIdleRotEnd) % 360 <= ClampedRotError)
         {
             _motion.IdleRotationSpeed *= -1;
         }
         if (_motion.IdleRotationSpeed != 0)
         {
             _head.eulerAngles += new Vector3(0, _motion.IdleRotationSpeed, 0);
         }
     }
 }