private void FixedUpdate()
    {
        timer           += Time.fixedDeltaTime;
        animChangeTimer += Time.fixedDeltaTime;

        if (animChangeTimer >= TimeBeforeAnimChange)
        {
            if (crowdMembers.Length > 0)
            {
                GameObject lCrowdMember = crowdMembers[Mathf.FloorToInt(Random.Range(0, crowdMembers.Length))];
                if (lCrowdMember)
                {
                    Vampire lCharaScript = lCrowdMember.GetComponent <Vampire>();
                    if (lCharaScript != null)
                    {
                        lCharaScript.cycleThroughAnimations();
                    }
                }
            }


            animChangeTimer = 0.0f;
        }



        if (timer >= feedingRate)
        {
            // Get a random crowd member
            if (crowdMembers.Length > 0)
            {
                GameObject lCrowdMember = crowdMembers[Mathf.FloorToInt(Random.Range(0, crowdMembers.Length))];

                if (lCrowdMember)
                {
                    // Compute shooting direction
                    Vector3 lTarget = new Vector3(
                        player.transform.position.x + Random.Range(-maxInaccuracy, maxInaccuracy),
                        player.transform.position.y,
                        player.transform.position.z + Random.Range(-maxInaccuracy, maxInaccuracy)
                        );

                    Vector3 lDirection = lTarget - lCrowdMember.transform.position;

                    lDirection.y = 0;
                    // Set the y axis
                    //lDirection.y = Mathf.Clamp(Vector3.Distance(lCrowdMember.transform.position, lTarget),5, 15) + Random.Range(0,maxInaccuracy);

                    // Compute shooting distance
                    Vampire        lCharacter      = lCrowdMember.GetComponent <Vampire>(); // Character script
                    DistanceWeapon lDistanceWeapon = lCharacter.distanceWeapon.GetComponent <DistanceWeapon>();
                    lDistanceWeapon.projectile = currentFoodType as GameObject;
                    lDirection = lDistanceWeapon.transform.InverseTransformVector(lDirection);
                    lDirection.Normalize();
                    lDistanceWeapon.ThrowDirection = lDirection;

                    // shoot
                    lCharacter.shoot();
                }
            }
            timer = 0.0f;
        }
    }