float SeePlayer()
 {
     if (fov != null)
     {
         var lookDir = new Vector2(
             Mathf.Cos(Mathf.Deg2Rad * (fov.transform.rotation.eulerAngles.z + fovRotOffset)),
             Mathf.Sin(Mathf.Deg2Rad * (fov.transform.rotation.eulerAngles.z + fovRotOffset)));
         Debug.DrawRay(fov.transform.position, lookDir.normalized * fov.pointLightOuterRadius * 0.85f);
         RaycastHit2D hit = Physics2D.Raycast(fov.transform.position, lookDir.normalized, fov.pointLightOuterRadius * 0.85f, LayerMask.GetMask("Player", "Ground"));        // If it hits something...
         if (hit.collider != null && hit.collider.gameObject.CompareTag("Player") && activity != EnemyState.DISTRACTED)
         {
             activity          = EnemyState.WATCHING_PALYER;
             lastPhit          = hit.collider.gameObject.GetComponent <OthersFearPlayer>();
             lastPhit.scaredOf = this;
             if (bullyText)
             {
                 bullyText.gameObject.SetActive(true);
             }
         }
         else
         {
             if (bullyText)
             {
                 bullyText.gameObject.SetActive(false);
             }
             if (lastPhit != null)
             {
                 lastPhit.scaredOf = null;
                 lastPhit          = null;
             }
         }
         return(hit.distance / fov.pointLightOuterRadius);
     }
     return(0);
 }
 public void Distracted(bool is_distracted)
 {
     if (is_distracted)
     {
         activity  = EnemyState.DISTRACTED;
         fov.color = Color.white;
         if (lastPhit != null)
         {
             lastPhit.scaredOf = null;
             lastPhit          = null;
         }
     }
     else
     {
         activity  = EnemyState.PATROLLING;
         fov.color = Color.red;
     }
 }