// Update is called once per frame

    /* protected override void UpdateMyBehavior()
     * {
     *   if (mIsMoveingTowardsPlayer == true)
     *   {
     *       MoveTowardsPlayer();
     *   }
     *   UpdateAnimations();
     * }*/

    private void MoveTowardsPlayer()
    {
        float     distance = mTargetTransform.position.x - mTransform.position.x;
        DIRECTION direction;

        if (distance == 0)
        {
            return;
        }

        if (distance < 0)
        {
            distance *= -1;
            direction = DIRECTION.LEFT;
        }
        else
        {
            direction = DIRECTION.RIGHT;
        }

        if (distance < mMaxDistance && distance > mMinDistance)
        {
            mIsInMeleRange = false;
            b_PhysicsBehavior.SetMoving(direction, mMaxSpeed);
        }
        else if (distance > mMaxDistance)
        {
            mIsInMeleRange = false;
            //idle movement
        }
        else
        {
            mIsInMeleRange = true;
            b_PhysicsBehavior.SetMoving(0, 0);
        }

        if (direction == DIRECTION.LEFT)
        {
            mFacingDirection = DIRECTION.LEFT;
        }
        else if (direction == DIRECTION.RIGHT)
        {
            mFacingDirection = DIRECTION.RIGHT;
        }
    }
    private void Move()
    {
        float direction = mTargetTrasform.position.x - transform.position.x;

        if (direction < mMaxDistance)
        {
            b_PhysicsBehavior.SetMoving(direction, mMaxSpeed);
        }
    }
    void Move()
    {
        float inputValue;

        inputValue = Input.GetAxis(mInput.joystickHorizontal);

        if (mIsTargeting == false && inputValue != 0)
        {
            mCanMove = true;
        }
        else
        {
            mCanMove = false;
        }

        if (mCanMove == true)
        {
            float speed;

            if (b_PhysicsBehavior.GetIsGrounded() == true)
            {
                speed = mNormalSpeed;
            }
            else
            {
                speed = mAirSpeed;
            }

            if (inputValue > 0)
            {
                b_PhysicsBehavior.SetMoving(DIRECTION.RIGHT, speed);
            }
            else
            {
                b_PhysicsBehavior.SetMoving(DIRECTION.LEFT, speed);
            }
        }
        else
        {
            b_PhysicsBehavior.SetMoving(DIRECTION.DEFAULT, 0);
        }
    }