// Use this for initialization
    void Start()
    {
        rend = GetComponent <SpriteRenderer>();

        alphaColor = rend.color;
        colorValue = 1.0f;
        sfxClip.value.Enqueue(sfxList.RandomClip());
        playSfx.Invoke();
    }
    public override void UpdateState(AnimationInformation info, float speed)
    {
        animator.speed = speed;

        if (info.walkDirection == Constants.Direction.LEFT)
        {
            animator.Play(kWalkLAnim);
        }
        else if (info.walkDirection == Constants.Direction.RIGHT)
        {
            animator.Play(kWalkRAnim);
        }
        else if (info.walkDirection == Constants.Direction.UP)
        {
            animator.Play(kWalkUAnim);
        }
        else if (info.walkDirection == Constants.Direction.DOWN)
        {
            animator.Play(kWalkDAnim);
        }
        else
        {
            // animator.Play(kIdleAnim);
            animator.speed = 0;
        }

        if (footstepSfxs == null)
        {
            return;
        }

        currentTime += Time.deltaTime * animator.speed;
        if (currentTime >= footstepDelay)
        {
            currentTime -= footstepDelay;
            currentSfx.value.Enqueue(footstepSfxs.RandomClip());
            Debug.Log("STEP   " + currentSfx.value.Count);
            playSfx.Invoke();
        }
    }