// 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)
 {
     if (OnEnterState != tdEntityState.Unassigned)
     {
         string      csString = $"td{OnEnterState}State";
         Type        cs       = Type.GetType(csString);
         tdIBrainFSM anim     = animator.GetComponent <tdIBrainFSM>();
         anim.ChangeState(cs, new object[] { });
     }
 }
 public tdIState(tdIBrainFSM brain)
 {
     Brain = brain;
 }