void FixedUpdate()
 {
     // If we aren't navigating but we have an aggro target, we should still rotate towards the target.
     // This is needed for targeting.  Should it be part of it's own component?  We'll see when we get
     // to static building defenses where this should go.
     if (_aggro.Target != null && !_isNavigating)
     {
         CombatUtils.RotateTowards(transform, _aggro.Target.transform);
     }
 }