using UnityEngine;

public class #SCRIPTNAME# : StateMachineBehaviour
{
    // 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)
    {
        #NOTRIM#
    }
    #NOTRIM#
    // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
    override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        #NOTRIM#
    }
    #NOTRIM#
    // 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)
    {
        #NOTRIM#
    }
    #NOTRIM#
    // OnStateMove is called right after Animator.OnAnimatorMove()
    override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        // Implement code that processes and affects root motion
    }
    #NOTRIM#
    // OnStateIK is called right after Animator.OnAnimatorIK()
    override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        // Implement code that sets up animation IK (inverse kinematics)
    }
}
