Inheritance: UnityEngine.MonoBehaviour
 void Awake()
 {
     characterStateMachine = gameObject.GetComponent<CharacterStateMachine>();
     Vector3 s = new Vector3();
     if(s.Aprox(.1f)) { }
 }
            public StateStruct( States state, Action onEnterFunction, Action onUpdateFunction, Action onExitFunction, float time, CharacterStateMachine stateMachine )
            {
                this.state = state;
                this.onEnterFunction = onEnterFunction;
                this.onUpdateFunction = onUpdateFunction;
                this.onExitFunction = onExitFunction;
                this.time = time;

                this.timer = new Timer(time, stateMachine, state);
                if(onEnterFunction != null)
                    timer.timerStarted += onEnterFunction;
                if(onUpdateFunction != null)
                    timer.timerUpdate += onUpdateFunction;
                if(onExitFunction != null)
                    timer.timerCompleted += onExitFunction;
                timer.timerCompleted += () => stateMachine.RemoveState(state);
            }