void StateCharacterStopping::Update(float timeStep)
{
	StateCharacterGrounded::Update();//apply the brake force

	RigidBody* body = pawn_->GetBody();
	AnimationController* animCtrl = static_cast<PawnAnimated*>(pawn_)->GetAnimationController();

	//animation

	float skid = pawn_->GetPlaneVelocity().Length();

	if(skid<=0.1)
		pawn_->SetState(new StateCharacterIdle(context_));

    float skidTime = Fit(skid,pawn_->GetMoveForce(),0.0f,0.0f,0.03f);

    //GetSubsystem<DebugHud>()->SetAppStats("animtion speed:", skidTime );

    animCtrl->PlayExclusive("Models/Man/MAN_TurnSkidGunning.ani", 0,false, 0.2f);
    animCtrl->SetTime("Models/Man/MAN_TurnSkidGunning.ani",skidTime);
}