bool Init()
    {
        // make sure we're connected to a BaseEnemy
        if (this.IconLocTarget == null)
        {
            isFullyInit = false;
            return(isFullyInit);
        }

        // check to make sure its active, as the enemies are now pooled
        if (!IconLocTarget.activeSelf)
        {
            isFullyInit = false;
            return(isFullyInit);
        }

        BaseEnemy tempEnemy = this.IconLocTarget.GetComponent <BaseEnemy>();

        if (tempEnemy == null)
        {
            Debug.Log("" + gameObject.name + " No Enemy attached to IconLocEnemy");
            isFullyInit = false;
            return(isFullyInit);
        }

        // We're attached to an enemy, now we can processes it
        _enemy = tempEnemy;


        // check to see if its a seeker
        _isSeeker = false;
        SeekerScript tempSeeker = this.IconLocTarget.GetComponent <SeekerScript>();

        if (tempSeeker != null)
        {
            _isSeeker = true;
        }
        else
        {
            _isSeeker = false;
        }

        //Hide the cannon icon untill use
        //CannonIcon.gameObject.SetActive(false);
        BG.alpha         = 0.0f;
        CannonIcon.alpha = 0.0f;



        // make sure we're on
        //Activate();

        isFullyInit = true;

        return(isFullyInit);
    }
    // Use this for initialization
    protected override void Start()
    {
        // from Basic Enemy
        base.Start();

        objectAim = ToyBox.GetPandora().Bot_01.gameObject;


        // start the state machine timer
        _launchClockTime = Time.time;

        seeker = this.gameObject.GetComponent <SeekerScript>();
        if (seeker)
        {
            // we have a seeker script attached.
            isSeeker = true;
        }
    }