public void Enable()
 {
     m_Enabled_State    = Agent_Movement_State.Enabled;
     m_Body.constraints = ENABLED_CONSTRAINTS;
 }
 public void Disable()
 {
     m_Enabled_State    = Agent_Movement_State.Disabled;
     m_Body.constraints = DISABLED_CONSTRAINTS;
 }
    public void Initialise_Agent(Agent_Type type, int cont_num = 0)
    {
        /*if (type == Agent_Type.Player && cont_num == 0)
         * {
         *  throw new System.ArgumentException("Players cannot have a cont_num of 0: Initialise_Agent");
         * }*/
        // Initialise the AgentManager with all its default values based on type
        m_ControllerNumber = cont_num;
        m_StatCollector    = new StatCollector(this);
        m_Type             = type;
        //m_Powerup_State = null;
        switch (type)
        {
        case Agent_Type.Player:
            // Setup a player character
            m_Input            = new Controller_Input(m_ControllerNumber);
            m_Strength         = GLOBAL_VALUES.BASE_PLAYER_STRENGTH;
            m_MoveSpeed        = GLOBAL_VALUES.BASE_PLAYER_MOVEMENT_SPEED;
            m_RotateSpeed      = GLOBAL_VALUES.BASE_PLAYER_ROTATION_SPEED;
            m_Player_Nameplate = m_Instance.transform.Find("Player_Nameplate").gameObject;
            m_Player_Name_Text = m_Player_Nameplate.GetComponent <Text>();
            m_Instance.GetComponent <AgentAnimations>().m_manager = this;       // Set the Animation Manager
            m_Instance.GetComponent <AgentAnimations>().Setup();
            m_Instance.GetComponent <AgentAnimations>().AnimEvent_TrailStop();
            Hide_Name();
            //m_Powerup_State = new AgentPowerups(this);
            m_Instance.transform.Find("Pickup_Box").gameObject.GetComponent <PickupBox>().Add_Agent(this);
            m_BadgeAllocation = "WINDOW_SHOPPER_" + m_Player_Number;
            break;

        case Agent_Type.Base_AI:
            // Base AI are calm, rotate slowly and move at random speeds
            m_Input = new BaseAI_Control(null, this);
            int random_speed = (int)(UnityEngine.Random.Range(GLOBAL_VALUES.BASE_PLAYER_MOVEMENT_SPEED * 0.7f, GLOBAL_VALUES.BASE_PLAYER_MOVEMENT_SPEED * 1.2f));
            m_Strength    = GLOBAL_VALUES.BASE_PLAYER_STRENGTH;
            m_MoveSpeed   = random_speed;
            m_RotateSpeed = 10.0f;
            break;

        case Agent_Type.Large_AI:
            // Large AI move VERY slowly and rotate even slower
            m_Input       = new LargeAI_Control(null, this);
            m_Strength    = GLOBAL_VALUES.BASE_PLAYER_STRENGTH;
            m_MoveSpeed   = GLOBAL_VALUES.BASE_PLAYER_MOVEMENT_SPEED * 0.3f;
            m_RotateSpeed = 2.0f;
            break;

        case Agent_Type.Security_AI:
            // Stronger than normal, rest is average
            m_Input = new SecurityAI_Control(null, this);
            m_Instance.GetComponentInChildren <SecurityItemVision>().m_Manager = this;
            m_Instance.GetComponent <SecurityAnimations>().m_manager           = this; // Set the Animation Manager
            m_Instance.GetComponent <SecurityAnimations>().Setup();
            m_Strength    = GLOBAL_VALUES.BASE_PLAYER_STRENGTH * 1.1f;
            m_MoveSpeed   = GLOBAL_VALUES.BASE_PLAYER_MOVEMENT_SPEED * 0.9f;
            m_RotateSpeed = GLOBAL_VALUES.BASE_PLAYER_ROTATION_SPEED;
            break;

        default:
            // setup a none character
            m_Input = new Input_Methods(cont_num);
            break;
        }
        m_Round_Score        = 0;
        m_Round_Wins         = 0;
        m_Sound_Source       = m_Instance.GetComponent <AudioSource>();
        m_Body               = m_Instance.GetComponent <Rigidbody>();
        m_Collision_Detector = m_Instance.GetComponent <CollisionDetection>();
        m_Animator           = m_Instance.GetComponent <Animator>();
        m_State              = Agent_State.Active;
        m_Enabled_State      = Agent_Movement_State.Disabled;
        m_Animator.SetBool(GLOBAL_VALUES.ANIM_STUN_LOOP, false);
        m_Collision_Detector.Add_Manager(this);
        m_Actions  = new AgentActions(this, m_Input);
        m_Movement = new AgentMovement(this, m_Input);
        if (isPlayer())
        {
            // Players have extra things (UI and crown)
            GameObject StunCanvas   = m_Instance.transform.Find("StunCanvas").gameObject;
            GameObject StunDuration = StunCanvas.transform.Find("StunDuration").gameObject;
            m_UI_Stun = StunCanvas.GetComponent <StunIndicatorUI>();
            m_Crown   = m_Instance.transform.Find("Crown").gameObject;
            m_Crown.SetActive(false);
            m_Round_Score_Position = 0;
        }
        else
        {
            m_UI_Stun = null;
        }
        if (isPlayer() || isSecurityAI())
        {
            GetStunStars();
            SetStunStars(false);
        }
        m_punchImpact = m_Instance.transform.Find("Impact_Punch").gameObject;
        m_throwImpact = m_Instance.transform.Find("Impact_Throw").gameObject;
        m_dashImpact  = m_Instance.transform.Find("Impact_Dash").gameObject;
        m_Sound_Stun  = Resources.Load <AudioClip>(GLOBAL_VALUES.SOUND_PLAYER_HIT);

        /* FIX
         * //m_Effect_Impact = m_Instance.transform.Find("Impact").gameObject;
         * //m_Effect_Stun_Lights = m_Instance.transform.Find("Player_Stun").gameObject;
         */
    }