public void Start()
 {
     owner        = GetComponent <AIAllyMachine>();
     currentState = AllyIdleState.instance;
     stateName    = currentState.ToString();
     ChangeState(AllyIdleState.instance);
 }
        public void ChangeState(AllyState _newState)
        {
            currentState = _newState;
            Debug.Log(owner.displayName + ": has entered " + currentState);
            stateName = currentState.ToString();

            if (owner.gameObject.activeSelf)
            {
                StartCoroutine(currentState.InState(owner));
            }
        }