/// <summary>
        ///  Get the ChainBehavior by Index
        /// </summary>
        /// <param name="index"></param>
        /// <returns></returns>
        ChainBehavior GetChainBehavior(int index)
        {
            int           nextChainBehaviorIndex = model.chainBehaviors[model.currentChainIndex].followUps[index];
            ChainBehavior nextChainBehavior      = model.chainBehaviors[nextChainBehaviorIndex];

            return(nextChainBehavior);
        }
        /// <summary>
        ///  Return a bool to determine if meet the next behavior's condition
        /// </summary>
        /// <returns></returns>
        bool CanStartNextBehavior()
        {
            if (model.chainBehaviors.Count == 0 || model.chainBehaviors == null)
            {
                Debug.LogError("There is no chain connection in your behaivor, please create chain connection by using ChainEditor");
                return(false);
            }

            // by default set to Default
            if (model.currentChainIndex >= model.chainBehaviors.Count)
            {
                model.currentChainIndex = 0;
            }

            int currentPriority = -1;

            for (int f = 0; f < model.chainBehaviors[model.currentChainIndex].followUps.Count; f++)
            {
                ChainBehavior nextChainBehavior = GetChainBehavior(f);
                ActorBehavior exceptedBehavior  = nextChainBehavior.behavior;
                // Check Input buffer
                if (GameManager_Input.Instance.bufferKeys.Any(p => p == exceptedBehavior.inputKey || p == exceptedBehavior.altInputKey)) // todo maybe add key combo and motion input buffer
                {
                    // the behaviors will have certain requirements
                    if (exceptedBehavior.MetRequirements(model))
                    {
                        // Update the current priority level
                        if (UpdatePriorityLevel(nextChainBehavior.priority, ref currentPriority))
                        {
                            // if there is no followups, then go to the index 1 which is Default behavior
                            model.currentChainIndex = (nextChainBehavior.followUps.Count > 0) ? nextChainBehavior.idIndex : 0;

                            //nextBehavior = model.GetBehavior(nextInputInfo.behaviorIndex);
                            nextBehavior = model.GetBehavior(exceptedBehavior.name);


                            return(true);
                        }
                    }
                }
            }
            return(false);
        }