// 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)
 {
     enemy = animator.GetComponent <enemyController>();
     enemy.RunPatrolWait();
     enemy.RunFlipWait();
     if (enemy.isFlyer == true)
     {
         enemy.SetGravity(0f);
     }
 }