void RodinBTNodeEldTurnToward::OnFinish()
{
	WBCompEldAIMotion* pAIMotion = GET_WBCOMP( GetEntity(), EldAIMotion );
	ASSERT( pAIMotion );

	if( m_TurnState == ETTS_StartedTurn )
	{
		pAIMotion->StopMove();
	}
}
void RodinBTNodeEldMoveTo::OnFinish()
{
	WBCompEldAIMotion* pAIMotion = GET_WBCOMP( GetEntity(), EldAIMotion );
	ASSERT( pAIMotion );

	if( m_MoveState == EMTS_StartedMove )
	{
		pAIMotion->StopMove();
	}
}