protected override void ReverseAction(Action _action, float _time) { switch (_action.Type) { case ActionType.BSeekAndShoot: _currentBehavior = null; break; case ActionType.BSeekAndShootUnset: _currentBehavior = _action.Behavior; break; case ActionType.Alert: _isAlerted = false; break; case ActionType.UnAlert: _isAlerted = true; break; case ActionType.Die: _isDead = false; break; case ActionType.Deactivate: Activate(_action); break; case ActionType.Activate: Deactivate(_action); break; } if (_currentBehavior != null) { _currentBehavior.ReverseAction(_action); } base.ReverseAction(_action, _time); }