private async Task ActionWalk()
        {
            float          step  = 0.2f;
            float          theta = (float)(random.NextDouble() * 2 * Math.PI);
            float          yaw   = AttachedObject.GetValue(EntityLookComponent.YawProperty);
            float          head;
            EntityWorldPos pos = AttachedObject.GetValue(EntityWorldPositionComponent.EntityWorldPositionProperty);

            if (random.Next(50) == 0)
            {
                head = theta;
            }
            else
            {
                head = (float)(yaw / 180.0f * Math.PI);
            }

            await AttachedObject.SetLocalValue(EntityLookComponent.YawProperty, (float)(head / Math.PI * 180.0f));

            await AttachedObject.SetLocalValue(EntityLookComponent.HeadYawProperty, (float)(head / Math.PI * 180.0f));

            // 新的位置
            EntityWorldPos entityPos = new EntityWorldPos(pos.X - step * (float)Math.Sin(head), pos.Y, pos.Z + step * (float)Math.Cos(head));
            BlockWorldPos  blockPos  = entityPos.ToBlockWorldPos();

            // 检测行进方向的方块是否满足要求
            Cuboid entityBoundbox = new Cuboid(new Point3d(entityPos.X, entityPos.Y, entityPos.Z), new Size(1, 1, 2)); // TODO data from Boundbox component
            var    chunkAccessor  = AttachedObject.GetComponent <ChunkAccessorComponent>();
            bool   isCollided     = false;

            // 检测此位置会不会与方块碰撞
            for (int i = 1; blockPos.Y + i < 256 && i <= 3; ++i)
            {
                BlockWorldPos upblock = BlockWorldPos.Add(blockPos, 0, i, 0);
                BlockState    upstate = await chunkAccessor.GetBlockState(upblock);

                if (upstate.IsMobCollided())
                {
                    Cuboid blockBoundbox = new Cuboid(new Point3d(upblock.X, upblock.Y, upblock.Z), new Size(1, 1, 1));
                    if (Collision.IsCollided(entityBoundbox, blockBoundbox))
                    {
                        isCollided = true;
                        break;
                    }
                }
            }

            // 获得高度变化
            int  yJumpHeight = 0;
            bool canWalk     = false;

            for (int i = 0; blockPos.Y + i >= 0 && i >= -2; --i)
            {
                BlockState upstate = await chunkAccessor.GetBlockState(BlockWorldPos.Add(blockPos, 0, i + 1, 0));

                BlockState state = await chunkAccessor.GetBlockState(BlockWorldPos.Add(blockPos, 0, i, 0));

                if (!upstate.IsMobCollided() && state.IsMobCollided() && state.CanMobStand())
                {
                    yJumpHeight = i + 1;
                    canWalk     = true;
                    break;
                }
            }

            if (!isCollided && canWalk)
            {
                await AttachedObject.SetLocalValue(
                    EntityWorldPositionComponent.EntityWorldPositionProperty,
                    EntityWorldPos.Add(entityPos, 0, yJumpHeight, 0));
            }
        }