can you add functions to StateMachineBehavior code example

Example: unity state machine behaviour

using UnityEngine;public class AttackBehaviour : StateMachineBehaviour
{
    public GameObject particle;
    public float radius;
    public float power;    protected GameObject clone;    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        clone = Instantiate(particle, animator.rootPosition, Quaternion.identity) as GameObject;
        Rigidbody rb = clone.GetComponent<Rigidbody>();
        rb.AddExplosionForce(power, animator.rootPosition, radius, 3.0f);
    }    override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        Destroy(clone);
    }    override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        Debug.Log("On Attack Update ");
    }    override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        Debug.Log("On Attack Move ");
    }    override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        Debug.Log("On Attack IK ");
    }
}