public override void Active() { // Temp Test //UnityEngine.Time.timeScale = 0.1f; //mRunningProperty.TargetActor = GetDefaultTargetActor(); mRunningProperty.RefreshState(); mFunction.RunningProperty = mRunningProperty; mCurrentBehaviourTree = GetBehaviourTree(); if (mCurrentBehaviourTree != null) { mCurrentBehaviourTree.Run(); } ActiveImplement(); mPathWalker.Update(); mAmbient.Update(); mMachine.Update(); }