protected void OnAttackStateTransition(EntityComponent source, AttackManagerState state)
	{
		//If we're transitioning to idle then set our current target to the current waypoint
		if (state == AttackManagerState.Idle && CurrWaypoint != null)
		{
			CurrTarget = CurrWaypoint.transform;
			ForceRepath();
			performingActions = false;
		}		
		else if (state == AttackManagerState.Attacking)
		{
			performingActions = true;
		}
	}
	protected virtual void TransitionToState(AttackManagerState newState)
	{
		if (AttackManagerState != newState)
		{
			AttackManagerState = newState;
			
			if (OnAttackManagerStateTransition != null)
				OnAttackManagerStateTransition(this.myEntityComponent, AttackManagerState);
		}		
	}