private void CheckTension(bool isAlly)
    {
        if (!isAlly) //ENEMY
        {
            Tension lastTension = currentEnemyTension;
            if (tensionEnemyValue < 2f)
            {
                currentEnemyTension = Tension.PEACEFUL;
            }
            else if (tensionEnemyValue < 3f)
            {
                currentEnemyTension = Tension.LOW;
            }
            else if (tensionEnemyValue < 4f)
            {
                currentEnemyTension = Tension.MEDIUM;
            }
            else if (tensionEnemyValue < 5f)
            {
                currentEnemyTension = Tension.DANGER;
            }
            else
            {
                currentEnemyTension = Tension.THREAT;
            }

            if (currentEnemyTension > lastTension)
            {
                radarController.GoToNextCheckpoint(isAlly, false);
            }
            if (currentEnemyTension < lastTension)
            {
                radarController.GoToNextCheckpoint(isAlly, true);
            }
        }
        else //ALLY
        {
            Tension lastTension = currentAllyTension;
            if (tensionAllyValue < 2f)
            {
                currentAllyTension = Tension.PEACEFUL;
            }
            else if (tensionAllyValue < 3f)
            {
                currentAllyTension = Tension.LOW;
            }
            else if (tensionAllyValue < 4f)
            {
                currentAllyTension = Tension.MEDIUM;
            }
            else if (tensionAllyValue < 5f)
            {
                currentAllyTension = Tension.DANGER;
            }
            else
            {
                currentAllyTension = Tension.THREAT;
            }

            if (currentAllyTension > lastTension)
            {
                radarController.GoToNextCheckpoint(isAlly, true);
            }
            if (currentAllyTension < lastTension)
            {
                radarController.GoToNextCheckpoint(isAlly, false);
            }
        }
    }