public override async Task <bool> StartTask() { var actorFound = FindActor(); var positionResult = await base.StartTask(); // Prioritize provided Abs/Rel position before trying to move to found actor, // ensures specific actor is used when there are multiple of same type. if (positionResult) { if (!actorFound) { return(true); } _movementTask = new MoveToActorCoroutine(QuestId, AdvDia.CurrentWorldId, ActorId, (int)MaxRange, Explore, CheckActorAnimation, StopDistance, MarkerHash); } _endAnimLower = EndAnimation?.ToLowerInvariant() ?? string.Empty; _startAnimLower = StartAnimation?.ToLowerInvariant() ?? string.Empty; return(false); }