public override void OnTriggerEvent(AITriggerEventType eventType, Collider other)
        {
            if (eventType == AITriggerEventType.Enter)
            {
                if (Utilities_AI.checkIfPlayer(other.gameObject))
                {
                    if (!lookAtPlayer)
                    {
                        stateMachine.LookAtThis = null;
                    }
                    else
                    {
                        stateMachine.LookAtThis = other.gameObject;
                    }
                }
            }
            else if (eventType == AITriggerEventType.Exit)
            {
                if (Utilities_AI.checkIfPlayer(other.gameObject))
                {
                    stateMachine.LookAtThis = null;
                }
            }

            base.OnTriggerEvent(eventType, other);
        }
        /// <summary>
        ///     Check our surroundings to see if we
        ///     are about to hit anything
        /// </summary>
        void CheckSurroundings()
        {
            if (rotation < 5.0f)
            {
                var checks = stateMachine.obstacleAwareness.AllHeightItems;

                bool left = false, front = false, right = false;
                foreach (var check in checks)
                {
                    if (check.obstacles.left.collision)
                    {
                        left = true;
                    }
                    if (check.obstacles.right.collision)
                    {
                        right = true;
                    }
                    if (check.obstacles.front.collision)
                    {
                        front = true;
                    }

                    if (Utilities_AI.checkIfPlayer(check.obstacles.left.firstObjHit) ||
                        Utilities_AI.checkIfPlayer(check.obstacles.right.firstObjHit) || Utilities_AI.checkIfPlayer(check.obstacles.left.firstObjHit))
                    {
                        playerBlocking = true; return;
                    }
                    else
                    {
                        playerBlocking = false;
                    }
                }

                int dir = UnityEngine.Random.Range(-1, 2);
                if (!left && right)
                {
                    rotation = UnityEngine.Random.Range(-rotationAdjust.x, -rotationAdjust.y);
                }
                else if (left && !right)
                {
                    rotation = UnityEngine.Random.Range(rotationAdjust.x, rotationAdjust.y);
                }
                else if (left && right)
                {
                    rotation = 180 * dir;
                }
                else if (front)
                {
                    rotation = 180 * dir;
                }

                _lastRotate = Time.time;
                if (allowLogging && (rotation > 5.0f || rotation < -5.0f))
                {
                    Debug.Log($"The determined rotation was {rotation}");
                }
            }
        }