public override void ActiveBehavior(AIController ai)
    {
        //DEBUG LINE DRAWING
        AI.Util.DrawPath(ai.transform.position, movement.pathToDestination, ai.treeUpdateInterval * Time.fixedDeltaTime);

        if (!ai.localBlackboard.GetProperty <bool>(AIPawn.PROPERTY_AGGRO) || target == null)
        {
            _currentPhase = StatePhase.EXITING;
            return;
        }

        bool doPathCalculation = false;

        if ((ai.transform.position - target.transform.position).sqrMagnitude > recalculatePathDistance * recalculatePathDistance)
        {
            doPathCalculation = true;
        }

        if ((ai.transform.position - target.transform.position).sqrMagnitude <= weapon.reach * weapon.reach)
        {
            weapon.DoAttack(target.gameObject, ai.aiPawn);
        }
        else if (!movement.DoMovement)
        {
            doPathCalculation = true;
        }

        if (doPathCalculation)
        {
            SetPathingToTarget();
        }
    }