how to add state machine behaviour in unity code example

Example 1: 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 ");
    }
}

Example 2: unity state machine behaviour for ai

//. Works with unity animator

public class StateMachine<T>
{
    private T m_pOwner;
    private State<T> m_pCurrentState;
    private State<T> m_pPreviousState;
    private State<T> m_pGlobalState;

    public StateMachine(T owner)
    {
        m_pOwner = owner;
    }

    public void SetCurrentState(State<T> state)
    {
        m_pCurrentState = state;
    }

    public void SetPreviousState(State<T> state)
    {
        m_pPreviousState = state;
    }

    public void SetGlobalState(State<T> state)
    {
        m_pGlobalState = state;
    }

    public void StateMachineUpdate()
    {
        // If a global state exists, call its execution method
        if (m_pGlobalState != null)
        {
            m_pGlobalState.Execute(m_pOwner);
        }

        if (m_pCurrentState != null)
        {
            m_pCurrentState.Execute(m_pOwner);
        }
    }

    public void ChangeState(State<T> newState)
    {
        m_pPreviousState = m_pCurrentState;
        m_pCurrentState.Exit(m_pOwner);
        m_pCurrentState = newState;
        m_pCurrentState.Enter(m_pOwner);
    }

    /// <summary>
    /// Return to the previous state
    /// </summary>
    public void RevertToPreviousState()
    {
        ChangeState(m_pPreviousState);
    }

    public State<T> CurrentState()
    {
        return m_pCurrentState;
    }

    public State<T> PreviousState()
    {
        return m_pPreviousState;
    }

    public State<T> GlobalState()
    {
        return m_pGlobalState;
    }

    public bool IsInState(State<T> state)
    {
        return m_pCurrentState == state;
    }
}