void ContinueOrEnterCharacterState(PlayerCharacterState.ECharacterState eState, PlayerCharacterState.ECharacterFacing eFacing)
 {
     if (eState != m_CharacterState.CharacterState || eFacing != m_eFacing)
     {
         EnterFacing(eFacing);
         EnterCharacterState(eState);
     }
 }
    public void EnterFacing(PlayerCharacterState.ECharacterFacing eFacing)
    {
        switch (eFacing)
        {
        case PlayerCharacterState.ECharacterFacing.Left:
        {
            m_Animator2D.FaceLeft();
            //transform.localScale = new Vector3(m_v3DefaultScale.x * -1.0f, m_v3DefaultScale.y, m_v3DefaultScale.z);
        }
        break;

        case PlayerCharacterState.ECharacterFacing.Right:
        {
            m_Animator2D.FaceRight();
            //transform.localScale = m_v3DefaultScale;
        }
        break;
        }

        m_eFacing = eFacing;
    }