def _init_and_add_behavior(behavior_hash)
      obj = _load_asset(ASSET_TYPE_BEHAVIOR, behavior_hash[:name])
      unless obj.nil?
        obj.parameters = behavior_hash[:parameters]
        @behavior_objects << obj
      end
    end
def _init_and_add_behavior(behavior_hash)
      obj = _load_asset(ASSET_TYPE_BEHAVIOR, behavior_hash[:name])
      unless obj.nil?
        obj.parameters = behavior_hash[:parameters]
        @behavior_objects << obj
      end
    end
Attempts to instantiate a Behavior based on name; if
 successful, the new object gets placed in @behavior_objects
 @param [Hash] behavior_hash The Behavior attributes
 @return [void]