protected override void ExecuteAction(CharacterBehaviour character) { if (character.CheckIfSpecialIsActivated() && !specialItemIsUsed) { specialItemIsUsed = true; GameEvents.FSMEvents.StartInteraction.SafeInvoke(GameEnums.FSMInteractionEnum.ActivateItem); // wait form reach destination SpecialCompleteItem specialCompleteItem = character.specialCompleteItem.GetComponent <SpecialCompleteItem>(); specialCompleteItem.GetComponent <Animator>().SetTrigger("GoToPatient"); StartCoroutine(WaitForSpacialItemGoToPacient(specialCompleteItem)); } }