// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
 //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
 //
 //}
 // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
 //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
 //
 //}
 // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
 //override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
 //
 //}
 // OnStateMove is called right after Animator.OnAnimatorMove(). Code that processes and affects root motion should be implemented here
 //override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
 //
 //}
 // OnStateIK is called right after Animator.OnAnimatorIK(). Code that sets up animation IK (inverse kinematics) should be implemented here.
 //override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
 //
 //}
 public void OnStateExit(UnityEngine.Animator animator, UnityEngine.AnimatorStateInfo stateInfo, int layerIndex)
 {
     animator.SetBool ("hit", false);
 }
    public override void OnStateUpdate(UnityEngine.Animator animator, UnityEngine.AnimatorStateInfo stateInfo, int layerIndex)
    {
        foreach (KeyValuePair<string, float> t in _enityData.DictActionTime)
        {
            if (stateInfo.normalizedTime > t.Value)
            {
                if (_listNode.Contains(t.Key) == false)
                {
                    _listNode.Add(t.Key);
                    _enity.SetProperty("normalizedTime", t.Key);
                }
            }
        }

        if (stateInfo.normalizedTime >= 0.95f + transitionTime)
        {
            if (!_isEnd)
            {
                //GameInput.Log("state to the end " + stateInfo.normalizedTime);
                _isEnd = true;
                animator.SetBool("isAttack", false);
                animator.Play("idle01");
                _enity.SetProperty("actinStateEnd", stateInfo);
            }
        }

        /* if (stateInfo.normalizedTime > 0.3f)//播放特效时间节点
         {
             if (!_listNode.Contains("effectNode"))
             {
                 _enity.SetProperty("normalizedTime", "effectNode");
                 _listNode.Add("effectNode");
             }
         }
         if (stateInfo.normalizedTime > 0.6f)//播放受击动作时间节点
         {
             if (!_listNode.Contains("beAtkNode"))
             {
                 _enity.SetProperty("normalizedTime", "beAtkNode");
                 _listNode.Add("beAtkNode");
             }
         }*/
    }