public bool TryStartAction(CharacterAction action)
        {
            if (action == null)
            {
                return(false);
            }

            int index = Array.IndexOf(m_Actions, action);

            //  If there is an active action and current action is non concurrent.
            if (m_ActiveAction != null && action.IsConcurrentAction() == false)
            {
                int activeActionIndex = Array.IndexOf(m_Actions, m_ActiveAction);
                //Debug.LogFormat("Action index {0} | Active Action index {1}", index, activeActionIndex);
                if (index < activeActionIndex)
                {
                    if (action.CanStartAction())
                    {
                        //  Stop the current active action.
                        TryStopAction(m_ActiveAction);
                        //  Set the active action.
                        m_ActiveAction = m_Actions[index];
                        //m_ActiveActions[index] = m_Actions[index];
                        action.StartAction();
                        //action.UpdateAnimator();
                        return(true);
                    }
                }
            }
            //  If there is an active action and current action is concurrent.
            else if (m_ActiveAction != null && action.IsConcurrentAction())
            {
                if (action.CanStartAction())
                {
                    //m_ActiveActions[index] = m_Actions[index];
                    action.StartAction();
                    //action.UpdateAnimator();
                    return(true);
                }
            }
            //  If there is no active action.
            else if (m_ActiveAction == null)
            {
                if (action.CanStartAction())
                {
                    m_ActiveAction = m_Actions[index];
                    //m_ActiveActions[index] = m_Actions[index];
                    action.StartAction();
                    //action.UpdateAnimator();
                    return(true);
                }
            }


            return(false);
        }
        protected void StopStartAction(CharacterAction charAction)
        {
            //  First, check if current Action can Start or Stop.

            //  Current Action is Active.
            if (charAction.enabled && charAction.IsActive)
            {
                //  Check if can stop Action is StopType is NOT Manual.
                if (charAction.StopType != ActionStopType.Manual)
                {
                    if (charAction.CanStopAction())
                    {
                        //  Start the Action and update the animator.
                        charAction.StopAction();
                        //  Reset Active Action.
                        if (m_ActiveAction = charAction)
                        {
                            m_ActiveAction = null;
                        }
                        //  Move on to the next Action.
                        return;
                    }
                }
            }
            //  Current Action is NOT Active.
            else
            {
                //  Check if can start Action is StartType is NOT Manual.
                if (charAction.enabled && charAction.StartType != ActionStartType.Manual)
                {
                    if (m_ActiveAction == null)
                    {
                        if (charAction.CanStartAction())
                        {
                            //  Start the Action and update the animator.
                            charAction.StartAction();
                            //charAction.UpdateAnimator();
                            //  Set active Action if not concurrent.
                            if (charAction.IsConcurrentAction() == false)
                            {
                                m_ActiveAction = charAction;
                            }
                            //  Move onto the next Action.
                            return;
                        }
                    }
                    else if (charAction.IsConcurrentAction())
                    {
                        if (charAction.CanStartAction())
                        {
                            //  Start the Action and update the animator.
                            charAction.StartAction();
                            //charAction.UpdateAnimator();
                            //  Move onto the next Action.
                            return;
                        }
                    }
                    else
                    {
                        return;
                    }
                }
            }
        }