public void OnStateEnter(InteractState state)
    {
        switch (state)
        {
        case InteractState.Glide:
            animBody.SetBool("isGliding", true);
            emissionGlide.enabled = true;
            break;

        case InteractState.MeleeAttack:
            animBody.SetTrigger("InstantAttack");
            break;

        case InteractState.DistantAttack:
            animBody.SetTrigger("DistantAttack");
            break;

        case InteractState.SpawnLure:
            //animBody.SetBool("isAttacking", true);
            break;

        case InteractState.Inflate:
            //animBody.SetBool("isAttacking", true);
            break;

        case InteractState.Tiny:
            //animBody.SetBool("isAttacking", true);
            break;

        case InteractState.Activate:
            //animBody.SetBool("isAttacking", true);
            break;

        case InteractState.Absorb:
            animBody.SetBool("IsAbsorbing", true);
            emissionAbsorb.enabled = true;
            AbsorbRotation.Toggle(true);
            break;

        case InteractState.Nothing:
            break;
        }
    }
    public void OnStateExit(InteractState state)
    {
        switch (state)
        {
        case InteractState.Glide:
            animBody.SetBool("isGliding", false);
            emissionGlide.enabled = false;
            break;

        case InteractState.MeleeAttack:
            //animBody.SetBool("isAttacking", false);
            break;

        case InteractState.DistantAttack:
            //animBody.SetBool("isDistantAttacking", false);
            break;

        case InteractState.SpawnLure:
            //animBody.SetBool("isAttacking", false);
            break;

        case InteractState.Inflate:
            //animBody.SetBool("isAttacking", false);
            break;

        case InteractState.Tiny:
            //animBody.SetBool("isAttacking", false);
            break;

        case InteractState.Activate:
            //animBody.SetBool("isAttacking", false);
            break;

        case InteractState.Absorb:
            animBody.SetBool("IsAbsorbing", false);
            emissionAbsorb.enabled = false;
            AbsorbRotation.Toggle(false);
            break;
        }
    }