void OnTriggerEnter(Collider other)
 {
     if (GameLayer.Unit == other.gameObject.layer)
     {
         m_enterCount++;
         if (m_enterCount > 1)
         {
             m_Current = this;
             if (m_unit)
             {
                 m_unit.SetNavQuality(ObstacleAvoidanceType.LowQualityObstacleAvoidance);
             }
             m_Current = null;
         }
         else
         {
             m_Current = this;
             if (m_unit)
             {
                 m_unit.SetNavQuality(ObstacleAvoidanceType.NoObstacleAvoidance);
             }
             m_Current = null;
         }
     }
     //other.gameObject.layer;
 }
//	void OnTriggerStay(Collider other)
//	{
//
//	}


    void OnTriggerExit(Collider other)
    {
        if (GameLayer.Unit == other.gameObject.layer)
        {
            m_enterCount--;
            if (m_enterCount <= 1)
            {
                if (m_unit)
                {
                    m_Current = this;
                    m_unit.SetNavQuality(ObstacleAvoidanceType.NoObstacleAvoidance);
                    m_Current = null;
                }
            }
        }
    }
 //    void OnTriggerStay(Collider other)
 //    {
 //
 //    }
 void OnTriggerExit(Collider other)
 {
     if(GameLayer.Unit == other.gameObject.layer)
     {
         m_enterCount--;
         if (m_enterCount <= 1)
         {
             if(m_unit)
             {
                 m_Current = this;
                 m_unit.SetNavQuality(ObstacleAvoidanceType.NoObstacleAvoidance);
                 m_Current = null;
             }
         }
     }
 }
 void OnTriggerEnter(Collider other)
 {
     if(GameLayer.Unit == other.gameObject.layer)
     {
         m_enterCount++;
         if(m_enterCount > 1)
         {
             m_Current = this;
             if(m_unit) m_unit.SetNavQuality(ObstacleAvoidanceType.LowQualityObstacleAvoidance);
             m_Current = null;
         }
         else
         {
             m_Current = this;
             if(m_unit) m_unit.SetNavQuality(ObstacleAvoidanceType.NoObstacleAvoidance);
             m_Current = null;
         }
     }
     //other.gameObject.layer;
 }