//----------Squad---------
 private void ConfigureSquadLeader()
 {
     currentStatemachine = new SquadApproach();
     currentStatemachine.Init(this);
     currentStatemachine.StartStatemachine();
     statemachine = "lead ";
 }
        //--------------attacks--------------

        private void ConfigureAttack()
        {
            if (AIType == EnemyType.Defender)
            {
                currentStatemachine = new DeffensiveAssault();
                currentStatemachine.Init(this);
                currentStatemachine.StartStatemachine();
                statemachine = "passive ";
            }
            else if (AIType == EnemyType.Pusher)
            {
                currentStatemachine = new OffensiveAssault();
                currentStatemachine.Init(this);
                currentStatemachine.StartStatemachine();
                statemachine = "pusher ";
            }
            else if (AIType == EnemyType.Simple)
            {
                currentStatemachine = new SimpleAttack();
                currentStatemachine.Init(this);
                currentStatemachine.StartStatemachine();
                statemachine = "simple ";
            }
            else
            {
                currentStatemachine = new FlankAssault();
                currentStatemachine.Init(this);
                currentStatemachine.StartStatemachine();
                statemachine = "flank ";
            }
        }
        //--------Flank---------

        void ConfigureBlitzFlank()
        {
            currentStatemachine = new BlitzFlank();
            currentStatemachine.Init(this);
            currentStatemachine.StartStatemachine();
            statemachine = "Flank ";
        }
        private void ConfigureCautiousAttack()
        {
            currentStatemachine = new DefensiveAttack();
            currentStatemachine.Init(this);
            currentStatemachine.StartStatemachine();

            statemachine = "catious attack ";
        }
        private void ConfigureBackCover()
        {
            Blackboard.targetBuffer[0] = Blackboard.squadLeader;
            hasLeader           = true;
            currentStatemachine = new CoverTrail();
            currentStatemachine.Init(this);
            currentStatemachine.StartStatemachine();

            statemachine = "cover back";
        }
        private void ConfigureFrontCover()
        {
            Blackboard.targetBuffer[0] = Blackboard.squadLeader;
            hasLeader           = true;
            currentStatemachine = new CoverFollow();
            currentStatemachine.Init(this);
            currentStatemachine.StartStatemachine();

            statemachine = "cover front";
        }
        //---------PATROL------
        void ConfigurePatrol()
        {
            if (Random.Range(0, 10) > 5)
            {
                currentStatemachine = new Patrol();
            }
            else
            {
                currentStatemachine = new LookAroundAttack();
            }

            currentStatemachine.Init(this);
            currentStatemachine.StartStatemachine();
            statemachine = "patrol";
        }