private void OnTriggerStay(Collider other)
    {
        if (other.gameObject.tag == "Hunter")
        {
            Health    hunterHP        = other.gameObject.GetComponent <Health>();
            QuinnGun  hunterWeapon    = other.gameObject.GetComponent <QuinnGun>();
            HunterInv hunterInventory = other.gameObject.GetComponent <HunterInv>();
            //is the cooldown time good?
            if (TimeAdded + Cooldown - Time.time < 0)
            {
                TimeAdded = Time.time;
                //drop off meat
                if (hunterInventory.rabbitMeat > 0)
                {
                    Meat += hunterInventory.rabbitMeat;
                    hunterInventory.rabbitDropOff();
                    OnMeatDrop.Invoke();
                }
                //heal hunter
                if (hunterHP.CurrentHP != hunterHP.MaxHP)
                {
                    hunterHP.IncrementHP(HealAmount);
                    OnHeal.Invoke();
                }

                //add ammo to hunter's inventory
                if (hunterWeapon.AmmoReserve < hunterWeapon.MaxAmmoReserve)
                {
                    hunterWeapon.AmmoReserve += AmmoAmount;
                    if (hunterWeapon.AmmoReserve >= hunterWeapon.MaxAmmoReserve)
                    {
                        hunterWeapon.AmmoReserve = hunterWeapon.MaxAmmoReserve;
                    }
                    OnAmmoRefill.Invoke();
                }
                //is the hunter's mag empty? if so call reload (this is for if the hunter enters the camp with no ammo so the gun will reload if it's empty)
                if (hunterWeapon.InMag <= 0)
                {
                    hunterWeapon.ReloadStart();
                }
            }
            //if hunter at max hp and ammo in reserve and has no meat in their inventory then have the hunter wander again
            if (hunterHP.CurrentHP == hunterHP.MaxHP && hunterWeapon.AmmoReserve == hunterWeapon.MaxAmmoReserve && hunterInventory.rabbitMeat == 0)
            {
                other.gameObject.GetComponent <NavMeshAgent>().speed   = other.gameObject.GetComponent <HunterReturn>().hunterSpeed;
                other.gameObject.GetComponent <HunterWander>().enabled = true;
            }
        }
    }
    // Use this for initialization
    void Start()
    {
        agent = GetComponent <NavMeshAgent>();
        // GameObject homeBase = GameObject.Find("HunterCamp");
        GameObject Hunter = GameObject.Find("Hunter");

        agent.speed   = hunterSpeed;
        speed         = hunterSpeed;
        health        = Hunter.GetComponent <Health>();
        ammo          = Hunter.GetComponent <QuinnGun>();
        meat          = Hunter.GetComponent <HunterInv>();
        maxHealth     = health.MaxHP;
        currentHealth = health.CurrentHP;
        ammoMax       = ammo.MaxAmmoReserve;
        totalMeat     = meat.rabbitMeat;
        chase         = GetComponent <HunterChase>();
        wander        = GetComponent <HunterWander>();
    }
 // Use this for initialization
 void Start()
 {
     hunterInv  = GameObject.FindGameObjectWithTag("Hunter").GetComponent <HunterInv>();
     output     = GetComponent <Text>();
     initalText = output.text;
 }