private void SetIHuman() { for (int i = 0; i < _behaviorTreeEntity.ActionNodeList.Count; ++i) { NodeAction nodeAction = _behaviorTreeEntity.ActionNodeList[i]; if (typeof(IHuman).IsAssignableFrom(nodeAction.GetType())) { IHuman iHuman = nodeAction as IHuman; iHuman.SetHuman(this); } } }