/// <summary>
    /// Set the active harness and formation mode by name
    /// </summary>
    /// <param name="aHarnessName">The name of the Harness to switch to</param>
    /// <param name="aFormationMode">The formation mode to use on the new harness</param>
    private void SetActiveHarness(string aHarnessName, string aFormationMode = null)
    {
        currentHarness = aHarnessName;

        activeHarness = null;
        for (int i = 0; i < harnesses.Count; i++)
        {
            FormationHarness tHarness = harnesses[i];
            if (tHarness == null)
                continue;

            if ((activeHarness == null) && (tHarness.name == aHarnessName))
            {
                tHarness.gameObject.SetActive(true);
                activeHarness = tHarness;
            }
            else
                tHarness.gameObject.SetActive(false);
        }

        FormationMode = aFormationMode;
    }
    /// <summary>
    /// Vacate our current harness, releasing our slot.  Attempt to find a new harness from the commander's formation harness
    /// </summary>
    /// <param name="ai">The AI executing the action</param>
    private void SwapHarness(AI ai)
    {
        if (_commander == null)
        {
            Vacate(ai);
            _harness = null;
            return;
        }

        FormationHarness tNewHarness = _commander.GetComponentInChildren<FormationHarness>();
        if (_harness != tNewHarness)
        {
            Vacate(ai);
            _harness = tNewHarness;
        }
    }
    /// <summary>
    /// Vacate our current harness, releasing our slot.  Attempt to find a new harness with the name "attack"
    /// If no harness is found, add a new ScatteredRadiusTarget and use that
    /// </summary>
    /// <param name="ai">The AI executing the action</param>
    private void SwapHarness(AI ai)
    {
        Vacate(ai);
        _harness = null;
        if (_enemy == null)
            return;

        FormationHarness[] tHarnesses = _enemy.GetComponentsInChildren<FormationHarness>();
        for (int i = 0; i < tHarnesses.Length; i++)
        {
            if (tHarnesses[i].harnessName == "attack")
            {
                _harness = tHarnesses[i];
                return;
            }
        }

        //If there isn't one already on the enemy, add one
        ScatteredRadiusFormationHarness tNewHarness = _enemy.AddComponent<ScatteredRadiusFormationHarness>();
        tNewHarness.harnessName = "attack";
        tNewHarness.maxPositions = 10;
        tNewHarness.positionDistance = 12f;
        tNewHarness.scatterWeight = 0.5f;
        tNewHarness.scatterFrequency = 10f;
        _harness = tNewHarness;
    }