// Use this for initialization
        protected virtual void Start()
        {
            model       = GetComponent <GenericShipModel>();
            view        = GetComponent <GenericShipView>();
            _myDetector = GetComponent <SphereDetector>();

            if (_myDetector == null)
            {
                Debug.LogError("No Detector attached to " + gameObject + "!");
            }

            // Check if initial state is specified. If not, and there is no waypoint manager, then begin in square patrol mode.
            // Otherwise, begin in waypoint patrol mode.
            if (_startState == GenericShipAiState.Idle && _waypointManager == null)
            {
                _currentState = GenericShipAiState.SquarePatrolling;
            }
            if (_startState == GenericShipAiState.Idle && _waypointManager != null)
            {
                _currentState = GenericShipAiState.WaypointPatrolling;
            }

            // If we are patrolling and have no waypoints, then begin patrolling in square formation.
            if (_currentState == GenericShipAiState.SquarePatrolling)
            {
                StartCoroutine(SquareFormationPatrol());
            }

            // Begin custom update loop for AI.
            InvokeRepeating(nameof(UpdateAiController), 0.0f, _behaviorChangeRate);
        }
        // Updates the AI controller.
        private void UpdateAiController()
        {
            if (_currentState == GenericShipAiState.SquarePatrolling)
            {
                // If we are in square formation patrol and have reached our current forward point, then turn left and generate a new forward point.
                if (transform.position == _forwardSquarePatrolPoint)
                {
                    // Turn some number of degrees left.
                    transform.Rotate(new Vector3(0, 0, Random.Range(0, 90)));

                    StartCoroutine(SquareFormationPatrol());
                }
            }

            // Check if there is an enemy within range.
            var closestEnemy = _myDetector.ClosestEnemy();

            // If we have an enemy, then chase and attack it. Otherwise, resume patrolling.
            // Don't execute this if we're in lock chase
            if (closestEnemy != null && !_lockedInChase)
            {
                _currentState = GenericShipAiState.Chasing;

                StartCoroutine(LockChase());
                StartCoroutine(ChaseAttackEnemyVariance());
                StartCoroutine(ChaseAttackEnemy(closestEnemy));
            }
            else if (closestEnemy == null)
            {
                if (_waypointManager != null)
                {
                    _currentState = GenericShipAiState.WaypointPatrolling;
                }
                _currentState = GenericShipAiState.SquarePatrolling;
            }
        }