public bool ChangeStateForce(AIStateEnum s) { Log.AI("Change State Force " + GetAttr().gameObject + " state " + s); if (state != null && state.type == s) { return(false); } if (state != null) { state.ExitState(); } state = stateMap [s]; state.EnterState(); attribute.StartCoroutine(state.RunLogic()); return(true); }