public override void Render(GameTime gameTime, SpriteBatch _spriteBatch)
        {
            List <Vector2> randomVecList = Game1.CalculateRenderPosition(Position);

            foreach (Vector2 position in Game1.CalculateRenderPosition(Position))
            {
                Game1.FishSprites.RenderFish((float)gameTime.TotalGameTime.TotalSeconds + AnimationOfset, _spriteBatch, velocity, position, TextureNumber);
                BehaviourStateMachine.Render(gameTime, _spriteBatch, position);
            }
        }
        public override void Render(GameTime gameTime, SpriteBatch _spriteBatch)
        {
            foreach (Vector2 position in Game1.CalculateRenderPosition(Position))
            {
                Game1.SharkSprites.RenderFish((float)gameTime.TotalGameTime.TotalSeconds + AnimationOfset, _spriteBatch, velocity, position, TextureNumber);
                BehaviourStateMachine.Render(gameTime, _spriteBatch, position);

                if (Settings.RenderBehaviour)
                {
                    foreach (SteeringBehaviour behaviour in steeringBehaviours)
                    {
                        //behaviour.Render(gameTime, _spriteBatch, position);
                    }
                    //BehaviourUtil.RenderVector(_spriteBatch, velocity, position, 0.01, Color.Red);
                }
            }
        }