void e_Attacking_OutRange() { Nav.CaculatePlayerMomentum(); if (!StateLock) { animator.SetFloat("Speed", 0); if (Nav.PlayerMomentum > 1) { solution = BattleSolution.Close; StateLock = true; } else if (Nav.PlayerMomentum < -1) { solution = BattleSolution.Runaway; StateLock = true; } else { solution = BattleSolution.Stay; } } }