private void RemoveBradley(BradleyAPC bradley)
        {
            if (bradley == null || (bradley?.IsDestroyed ?? true))
            {
                return;
            }

            bradley.Kill();
        }
        private void OnBradleyApcInitialize(BradleyAPC bradley)
        {
            bradley._maxHealth       = configs.options.startHealth;
            bradley.health           = bradley._maxHealth;
            bradley.viewDistance     = configs.options.maxTurretRange;
            bradley.searchRange      = configs.options.maxTurretRange;
            bradley.throttle         = configs.options.speed;     // TODO: Ensure Bradley speed.
            bradley.leftThrottle     = bradley.throttle;
            bradley.rightThrottle    = bradley.throttle;
            bradley.maxCratesToSpawn = configs.options.maxLootCrates;

            // Ensures there is a AI path to follow.
            Vector3 position = BradleySpawner.singleton.path.interestZones[UnityEngine.Random.Range(0, BradleySpawner.singleton.path.interestZones.Count)].transform.position;

            bradley.transform.position = position;
            bradley.DoAI = true;
            bradley.DoSimpleAI();
            bradley.InstallPatrolPath(BradleySpawner.singleton.path);

            if (!configs.options.bradleyEnabled)
            {
                bradley.Kill();
            }
        }