using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class EnemyAnimatorStateAttack : StateMachineBehaviour
{
    // 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)
    // {
    //     animator.gameObject.GetComponent<EnemyController>().SetState(EnemyState.Trace);
    // }


}