/// <summary>
        /// Apply effects to the target changing its parameters.
        /// </summary>
        /// <param name="targetAgent"></param>
        private void INTERNAL_ApplyEffect(Agent targetAgent)
        {
            if (!targetAgent || !_agent)
            {
                return;
            }

            OnApplyEffect(targetAgent.gameObject);
            var hitPower = UnityEngine.Random.Range(_minPower, _maxPower + 1);

            if (_interruptTarget)
            {
                targetAgent.Interrupt();
            }
            if (_affectHealth)
            {
                switch (_healthAffectionWay)
                {
                case AffectionWay.Reduce:
                    targetAgent.Resources.Damage(hitPower);
                    break;

                case AffectionWay.Add:
                    targetAgent.Resources.Heal(hitPower);
                    break;
                }
            }

            if (_affectEnergy)
            {
                switch (_energyAffectionWay)
                {
                case AffectionWay.Reduce:
                    targetAgent.Resources.UseEnergy(hitPower);
                    break;

                case AffectionWay.Add:
                    targetAgent.Resources.AddEnergy(hitPower);
                    break;
                }
            }

            if (_pushPower > 0)
            {
                targetAgent.Motion.Push(_agent.transform.position, hitPower * _pushPower);
            }

            if (_setStatus)
            {
                targetAgent.SetStatus(_status, _statusDuration);
            }

            if (_setPositionAsTarget)
            {
                var tmp = targetAgent.Perception.Memory.GetDefaultEntity(_agent.transform.position);
                targetAgent.Target = tmp.transform;
            }

            if (_additionalEffects.Count <= 0)
            {
                return;
            }
            foreach (var effect in _additionalEffects)
            {
                if (effect)
                {
                    targetAgent.AddEffect(effect, _agent);
                }
            }
        }
 /// <summary>
 /// Let Agent know that someithing is going on at cpecific position.
 /// </summary>
 /// <param name="position"></param>
 /// <param name="duration"></param>
 public void HearSomething(Vector3 position, float duration)
 {
     _suspiciousPosition = position;
     _agent.SetStatus(AgentStatus.HeardSomething, duration);
 }