private void KillTarget()
 {
     if (AITargetEnemy != null && AITargetEnemy.GetComponent <NPCHealth>().IsAlive())
     {
         player.Shoot();
         nextAIActionTime = Time.time + timePerShot;
     }
     else
     {
         nextCommand = AICommands.FIND;
     }
 }
 void Update()
 {
     if (isLocalPlayer)
     {
         if (Input.GetKeyDown(KeyCode.B))
         {
             player.DeactivateAI();
             player.CmdTeamAIActivate(false);
             nextCommand = AICommands.FIND;
         }
         if (player.GetAIEnabled())
         {
             if (Time.time > AINextTroopSendTime)
             {
                 CmdAISendTroops();
             }
             if (Time.time > nextAIActionTime)
             {
                 if (nextCommand == AICommands.FIND)
                 {
                     AITargetEnemy = FindTarget();
                     if (AITargetEnemy != null)
                     {
                         nextCommand = AICommands.AIM;
                     }
                 }
                 else if (nextCommand == AICommands.AIM)
                 {
                     MoveTowardsTarget();
                 }
                 else if (nextCommand == AICommands.KILL)
                 {
                     KillTarget();
                 }
             }
         }
         else
         {
             nextCommand = AICommands.FIND;
         }
     }
 }
    private void MoveTowardsTarget()
    {
        int currentPath = player.GetCrossbowMotor().ActivePath;
        int targetPath  = AITargetEnemy.GetComponent <AIController>().Path;

        if (currentPath > targetPath)
        {
            player.GetCrossbowMotor().MoveLeft();
            nextAIActionTime = Time.time + changeDirectionTime;
        }
        else if (currentPath < targetPath)
        {
            player.GetCrossbowMotor().MoveRight();
            nextAIActionTime = Time.time + changeDirectionTime;
        }

        currentPath = player.GetCrossbowMotor().ActivePath;
        if (currentPath == targetPath)
        {
            nextCommand = AICommands.KILL;
        }
    }