// Function that locks on the closest enemy available. If there are no enemies available, just center the camera.
    void LockEnemy()
    {
        if (m_LockableEnemies.Count != 0)
        {
            float closestDistance = float.MaxValue;
            float enemyDistance;

            foreach (Transform enemy in m_LockableEnemies)
            {
                enemyDistance = Vector3.Distance(m_PlayerTransform.position, enemy.position);
                if (closestDistance > enemyDistance)
                {
                    if (!Physics.Raycast(enemy.position, m_PlayerTransform.position - enemy.position, Vector3.Distance(GlobalData.PlayerTransform.position, enemy.position), (1 << LayerMask.NameToLayer("Environment"))))
                    {
                        closestDistance = enemyDistance;
                        GlobalData.LockedEnemyTransform = enemy;
                    }
                }
            }

            if (GlobalData.LockedEnemyTransform != null)
            {
                GlobalData.IsEnemyLocked = true;
            }
            else
            {
                GlobalData.CenterCamera();
            }
        }
        else
        {
            GlobalData.CenterCamera();
        }
    }