public IEnumerator TakeDamageAction()
        {
            inProgress = true;

            context.transform.Translate(new Vector3(0, 0, .5f));

            context.GetComponent <Battler>().TakeDamage();

            yield return(new WaitUntil(() => context.GetComponent <Battler>().IsTakingDamage() == true));

            yield return(new WaitUntil(() => context.GetComponent <Battler>().IsTakingDamage() == false));

            // Chase Player
            context.SetState(AGENT_STATE.CHASE);

            inProgress = false;
        }
        public override void Dispatch()
        {
            // GameObject player = GameObject.FindWithTag("Player");

            /*if (player != null) {
             *  // Hardcode for player for now. Remember that we deactivate the player when in dialogue!! :/
             *  context.transform.LookAt(player.gameObject.transform);
             * }*/

            context.navMeshAgent.isStopped = true;
            context.GetComponent <Animator>().SetFloat("InputVertical", 0f);
        }