// Update is called once per frame
        void Update()
        {
            //Exit if we are not connected to anything
            if (m_animator == null)
            {
                return;
            }

            float distance = Vector3.Distance(transform.position, m_lastPosition);

            m_lastPosition = transform.position;

            if (Time.deltaTime > 0f)
            {
                //Get damped speed - damping smooths out frame rate variations a little
                m_speed = Mathf.Lerp(m_speed, distance / Time.deltaTime, Time.deltaTime * (1f / m_speedDamping));

                //Determine what state we should be in, and adjust animation multiplier
                if (m_speed > m_maxWalkSpeed)
                {
                    m_animationState      = PegasusConstants.PegasusAnimationState.Running;
                    m_animationMultiplier = m_speed / m_runSpeed;
                }
                else if (m_speed > 0f)
                {
                    m_animationState      = PegasusConstants.PegasusAnimationState.Walking;
                    m_animationMultiplier = m_speed / m_walkSpeed;
                }
                else
                {
                    m_animationState      = PegasusConstants.PegasusAnimationState.Idle;
                    m_animationMultiplier = 1f;
                }
            }
            else
            {
                m_speed               = 0f;
                m_animationState      = PegasusConstants.PegasusAnimationState.Idle;
                m_animationMultiplier = 1f;
            }

            if (m_animator != null && m_speed != m_lastSpeed)
            {
                m_lastSpeed = m_speed;
                m_animator.SetInteger(m_animationStateHash, (int)m_animationState);
                m_animator.SetFloat(m_animationMultiplierHash, m_animationMultiplier);
            }
        }
        /// <summary>
        /// Play an animation state
        /// </summary>
        /// <param name="newState">The new state</param>
        /// <param name="forceStateNow">Force an animation state update</param>
        private void PlayState(PegasusConstants.PegasusAnimationState newState, bool forceStateNow)
        {
            if (forceStateNow)
            {
                //Set variables
                m_animationState = newState;
                m_animator.SetInteger(m_animationStateHash, (int)m_animationState);

                //Force animation
                switch (m_animationState)
                {
                case PegasusConstants.PegasusAnimationState.Idle:
                    m_animator.Play("Base Layer.Idle");
                    break;

                case PegasusConstants.PegasusAnimationState.Walking:
                    m_animator.Play("Base Layer.Walk");
                    break;

                case PegasusConstants.PegasusAnimationState.Running:
                    m_animator.Play("Base Layer.Run");
                    break;

                default:
                    throw new ArgumentOutOfRangeException();
                }
            }
            else if (m_animationState != newState)
            {
                //Set variables
                m_animationState = newState;
                m_animator.SetInteger(m_animationStateHash, (int)m_animationState);
            }

            //And update the animation speed multiplier
            m_animator.SetFloat(m_animationMultiplierHash, m_animationMultiplier);
        }