//time 退出状态时间
 void SetState(PalyerState state, float time = 0)
 {
     this.SetStateAndAnim(state);
     if (time <= 0)
     {
         return;
     }
     else
     {
         StartCoroutine(ExitStateCor(state, time));
     }
 }
    IEnumerator ExitStateCor(PalyerState state, float time)
    {
        yield return(new WaitForSeconds(time));

        if (state == PalyerState.Jump)
        {
            if (Input.GetKey(KeyCode.D))
            {
                this.SetStateAndAnim(PalyerState.Walk);
            }
            else
            {
                this.SetStateAndAnim(PalyerState.Idle);
            }
        }
        else if (state == PalyerState.Down)
        {
            if (Input.GetKey(KeyCode.D))
            {
                this.SetStateAndAnim(PalyerState.DownWalk);
            }
            else
            {
                this.SetStateAndAnim(PalyerState.DownIdle);
            }
        }
        else if (state == PalyerState.Dress)
        {
            if (Input.GetKey(KeyCode.D))
            {
                this.SetStateAndAnim(PalyerState.Walk);
            }
            else
            {
                this.SetStateAndAnim(PalyerState.Idle);
            }
        }
    }
    void SetStateAndAnim(PalyerState state)
    {
        this.state = state;
        //Debug.Log("state:" + state);

        if (state == PalyerState.Idle)
        {
            this.animationCom.Play("idle");
            if (this.modelAnimator != null)
            {
                this.modelAnimator.Play("idle");
            }
        }
        else if (state == PalyerState.Walk)
        {
            this.animationCom.Play("walk");
            if (this.modelAnimator != null)
            {
                this.modelAnimator.Play("walk");
            }
        }
        else if (state == PalyerState.Jump)
        {
            this.animationCom.Play("jump");
            if (this.modelAnimator != null)
            {
                this.modelAnimator.Play("jump");
            }
        }
        else if (state == PalyerState.Down)
        {
            this.animationCom.Play("down");
            if (this.modelAnimator != null)
            {
                this.modelAnimator.Play("down");
            }
        }
        else if (state == PalyerState.DownWalk)
        {
            this.animationCom.Play("downwalk");
            if (this.modelAnimator != null)
            {
                this.modelAnimator.Play("downwalk");
            }
        }
        else if (state == PalyerState.DownIdle)
        {
            this.animationCom.Play("downidle");
            if (this.modelAnimator != null)
            {
                this.modelAnimator.Play("downidle");
            }
        }
        else if (state == PalyerState.Dress)
        {
            //this.animationCom.Play("dress");
            if (this.modelAnimator != null)
            {
                this.modelAnimator.Play("dress");
            }
        }
    }