private void SetStates(AI_BehaviorBrain brain, AI_BehaviorBrain[] brainList, AI_State state)
    {
        foreach (AI_BehaviorBrain currbrain in brainList)
        {
            //Debug.Log(currbrain.gameObject.name+" from:"+ currbrain.currentState.ToString()+" to:"+state.ToString());
            AI_State currBrainState = currbrain.currentState;
            if (currBrainState != state)
            {
                bool replace = true;
                foreach (AI_State curState in noReplacedState)
                {
                    if (currBrainState == curState)
                    {
                        replace = false;
                        break;
                    }
                }
                if (replace)
                {
                    currbrain.ChangeState(state);
                    //currbrain.currentState = state;
                }
            }

            AI_GoToData goToData = currbrain.GetComponent <AI_GoToData>();
            if (goToData != null)
            {
                if (goToData.destination != brain.transform.position)
                {
                    goToData.destination = brain.transform.position;
                }
                goToData.stopDist = stopDist;
            }
        }
    }
    private void GoTo(AI_BehaviorBrain brain)
    {
        NavMeshAgent agent    = brain.navMeshAgent;
        AI_GoToData  goToData = brain.GetComponent <AI_GoToData>();


        if (agent != null && goToData.destination != null)
        {
            agent.destination      = goToData.destination;
            agent.stoppingDistance = goToData.stopDist;
            //if(Vector3.Distance(brain.transform.position, agent.destination)<= agent.stoppingDistance)
            //{
            //    agent.isStopped = true;
            //}
            //else
            //{
            //    agent.isStopped = false;
            //}
        }
    }