public void SyncStates()
        {
            var state = _stateMachine.Current;

            _stateMachine.ChangeState((IAIState)null);
            _stateMachine.SetStateMachine(TypedStateMachine <IAIState> .CreateFromParentComponentSource(this.gameObject, false, true));
            if (state != null && _stateMachine.Contains(state))
            {
                _stateMachine.ChangeState(state);
            }
        }