public override void Update(int deltaTime)
        {
            LogicUnit  target   = owner.target;
            FixVector3 position = owner.position;

            if (target != null && target.Alive() && owner.target.id == owner.targetId)
            {
                if (inFightInterval)
                {
                    // Timing interval
                    fightIntervalTimer += deltaTime;

                    if (fightIntervalTimer >= fightInterval)
                    {
                        // Enter fight
                        fightState         = FightState.StartSwingPoint;
                        fightIntervalTimer = 0;
                        fightInterval      = 0;
                        inFightInterval    = false;
                    }
                }
                else
                {
                    fightState          = GetCurrentState(fightDurationTimer);
                    fightDurationTimer += deltaTime;

                    if (fightState == FightState.StartSwingPoint)
                    {
                        DebugUtils.Assert(owner.target.id == owner.targetId, string.Format("Fight Status : the soldier {0}'s targetId = {1}, but its target's id = {2}!", owner.id, owner.targetId, owner.target.id));

                        if (owner.stateListener.PostFightEvent())
                        {
                            // Trigger skill, will interrupt fight.
                            return;
                        }
                        else
                        {
                            // Save the crit attack performance code
                            isCrit = Formula.TriggerCritical(owner.GetRandomNumber(), owner.GetCriticalChance());
                            //if ( isCrit )
                            //{
                            //    hitTime = owner.critHitTime;
                            //    fightDuration = owner.critDuration;
                            //}
                            //else
                            {
                                hitTime       = owner.attackHitTime;
                                fightDuration = owner.attackDuration;
                            }

                            // Reset direction at attack begin.
                            FixVector3 direction = target.position - position;
                            owner.direction = direction;
                            if (owner.standardAttackType == AttackDistanceType.Melee)
                            {
                                RenderMessage rm = new RenderMessage();
                                rm.ownerId   = owner.id;
                                rm.direction = direction.vector3;
                                rm.type      = RenderMessage.Type.SoldierAttack;
                                rm.arguments.Add("isCrit", false);
                                rm.arguments.Add("intervalRate", 1);
                                owner.PostRenderMessage(rm);
                            }
                            else
                            {
                                RenderMessage rm = new RenderMessage();
                                rm.type      = RenderMessage.Type.SoldierSpawnProjectile;
                                rm.ownerId   = owner.id;
                                rm.direction = direction.vector3;
                                rm.arguments.Add("projectileMetaId", owner.projectileId);
                                rm.arguments.Add("intervalRate", 1);
                                owner.PostRenderMessage(rm);
                            }
                        }
                    }
                    else if (fightState == FightState.HitPoint)
                    {
                        owner.Fight(isCrit);
                        owner.stateListener.PostUnitFightAfter();
                    }
                    else if (fightState == FightState.BackSwing)
                    {
                        if (fightDurationTimer >= fightDuration)
                        {
                            fightDurationTimer = 0;

                            fightInterval   = owner.GetAttackInterval() - fightDuration;
                            inFightInterval = true;
                        }
                    }
                }

                long distance       = FixVector3.SqrDistance(target.position, owner.position);
                long attackDistance = owner.GetAttackArea();

                if (distance >= attackDistance)
                {
                    if ((target.position - owner.targetPosition).magnitude > attackDistance)
                    {
                        owner.Chase(target);
                    }
                    else
                    {
                        // continue fight
                    }
                }
            }
            else
            {
                owner.Idle();
            }
        }
        public override void Update(int deltaTime)
        {
            int state = owner.state;

            DebugUtils.Assert(state == SoldierState.CHASING, string.Format("Soldier {0} is in state {1} when updating in FsmChase!", owner.id, state));

            LogicUnit  target   = owner.target;
            FixVector3 position = owner.position;
            PathAgent  agent    = owner.pathAgent;

            if (target != null && target.Alive() && target.id == owner.targetId)
            {
                long mag = FixVector3.SqrDistance(target.position, owner.targetPosition);
                //Debug.LogWarning( string.Format( "current position:{0} record position:{1} length:{2}", target.position, owner.targetPosition, mag ) );

                if (mag > GameConstants.BEGINCHASE_DISTANCE)   // 5f is a testing distance
                {
                    //Debug.Log( string.Format( "current position:{0} record position:{1} length:{2}", target.position, owner.targetPosition, mag ) );
                    owner.Chase(owner.target);
                    return;
                }

                owner.WaypointHandler();

                FixVector3 d           = owner.speed * deltaTime;
                FixVector3 newPosition = position + d * FixVector3.PrecisionFactor * FixVector3.PrecisionFactor * FixVector3.PrecisionFactor;
                FixVector3 avoidance   = owner.CalculateAvoidance(owner, newPosition);

                if (avoidance != FixVector3.zero && subState != CHASE2AVOIDANCE)
                {
                    DebugUtils.LogWarning(DebugUtils.Type.AI_Soldier, string.Format("soldier {0} enters CHASE2AVOIDANCE.", owner.id));
                    subState = CHASE2AVOIDANCE;
                    DebugUtils.Log(DebugUtils.Type.Avoidance, string.Format("CHASE : soldier {0} has received an avoidance ({1}, {2}, {3}), he's speed is ({4}, {5}, {6})!", owner.id, avoidance.x, avoidance.y, avoidance.z, owner.speed.x, owner.speed.y, owner.speed.z));
                    avoidSpeed = d + avoidance * deltaTime;
                    FixVector3 pos  = position + avoidSpeed * FixVector3.PrecisionFactor * FixVector3.PrecisionFactor;
                    bool       pass = agent.DirectPassToPosition(pos, NavMesh.AllAreas);
                    if (pass)
                    {
                        agent.Move(avoidSpeed);
                        DebugUtils.Log(DebugUtils.Type.Avoidance, string.Format("CHASE : soldier {0} has received an avoidance and moved to ({1}, {2}, {3})!", owner.id, owner.position.x, owner.position.y, owner.position.z));
                    }
                    else
                    {
                        //still here.
                        DebugUtils.Log(DebugUtils.Type.Avoidance, string.Format("CHASE : soldier {0} has stopped when avoiding others!", owner.id));
                    }
                }
                else
                {
                    if (subState == CHASE2AVOIDANCE)
                    {
                        if (avoidance != FixVector3.zero)
                        {
                            avoidSpeed = d + avoidance * deltaTime;
                            //Vector3 pos = position + avoidSpeed * FixVector3.PrecisionFactor * FixVector3.PrecisionFactor;
                            //bool pass = agent.DirectPassToPosition( pos, NavMesh.AllAreas );
                            if (true)  //pass )
                            {
                                agent.ToughMove(avoidSpeed);
                                DebugUtils.Log(DebugUtils.Type.Avoidance, string.Format("CHASE : soldier {0} has received an avoidance and moved to ({1}, {2}, {3})!", owner.id, owner.position.x, owner.position.y, owner.position.z));
                            }
                            else
                            {
                                //still here.
                                DebugUtils.Log(DebugUtils.Type.Avoidance, string.Format("CHASE : soldier {0} has stopped when avoiding others!", owner.id));
                            }
                        }
                        else
                        {
                            DebugUtils.LogWarning(DebugUtils.Type.AI_Soldier, string.Format("soldier {0} enters AVOIDANCE2CHASE.", owner.id));
                            subState = AVOIDANCE2CHASE;

                            agent.Move(d);
                        }
                    }
                    else
                    {
                        agent.Move(d);
                    }
                }

                position = owner.position;
                FixVector3 v              = target.position;
                long       distance       = FixVector3.SqrDistance(target.position, position);
                long       attackDistance = owner.GetAttackArea();

                if (distance < attackDistance)
                {
                    owner.Attack(owner.target);
                }

                /*
                 * else if( distance > chaseArea * chaseArea * 1.5f )
                 * {
                 *  DebugUtils.LogWarning( DebugUtils.Type.AI_Soldier, string.Format( "soldier {0}'s target {1} has escaped! distance = {2}, chaseArea * chaseArea * 1.5f = {3}", id, target.id, distance, chaseArea * chaseArea * 1.5f ) );
                 *  //Idle();
                 *  Walk( destination );
                 * }
                 */

                if (owner.stateListener.PostMoveDistanceChanged(d.magnitude))
                {
                    return;
                }

                owner.stateListener.PostChasingStateChanged(distance);
            }
            else
            {
                owner.Idle();
                //Walk( destination );
            }
        }