/// <summary>
        /// Test conditionals are placed here.
        /// </summary>
        /// <param name="state"></param>
        /// <returns>true or false depending if transition conditions are met.</returns>
        public override string UpdateConditionalTest(baseState state)
        {
            string strOut = null;

            aMechInputController controller = state.m_GameObject.GetComponent <aMechInputController>();

            if (controller.TouchScreen())
            {
                strOut = m_ChangeStateName;
            }

            return(strOut);
        }
        /// <summary>
        /// Test conditionals are placed here.
        /// </summary>
        /// <param name="state"></param>
        /// <returns>true or false depending if transition conditions are met.</returns>
        public override string UpdateConditionalTest(baseState state)
        {
            string strOut = null;

            aMechInputController controller = state.m_GameObject.GetComponent <aMechInputController>();

            Vector2 vect = controller.TouchPosScreenSpace();
            float   dist = Vector2.Distance(vect, controller.StartScreenPos);

//            utlDebugPrint.Inst.printbox("controller.StartScreenPos = " + controller.StartScreenPos.ToString());
//            utlDebugPrint.Inst.printbox("vect = " + vect.ToString());
//            utlDebugPrint.Inst.print(dist.ToString());

            if (dist > controller.DragThresh && controller.TouchScreen())
            {
                strOut = m_ChangeStateName;
            }

            return(strOut);
        }
 new void Awake()
 {
     base.Awake();
     CreateStates();
     m_Instance = GetComponent <aMechInputController>();
 }