private void MoveTowardsTarget()
    {
        if (currentTarget == player.transform && distanceToPlayer > stoppingDistance && currentFloorLevel == playerControllerScript.currentFloorLevel)
        {
            transform.position = Vector2.MoveTowards(transform.position, new Vector2(currentTarget.position.x, transform.position.y), moveSpeed * Time.fixedDeltaTime);
        }
        else if (currentTarget != player.transform)
        {
            transform.position = Vector2.MoveTowards(transform.position, new Vector2(currentTarget.position.x, transform.position.y), moveSpeed * Time.fixedDeltaTime);
        }

        if (Vector2.Distance(transform.position, currentTarget.position) < 0.1f) // If enemy makes it to its target while in Alert or CheckSound state
        {
            if (currentState == State.Panic)
            {
                randomRoom = rooms[UnityEngine.Random.Range(1, rooms.Length)];
                while ((randomRoom.GetComponent <Room>().floorLevel != currentFloorLevel && randomRoom.GetComponent <Room>().buildingNumber == currentBuildingNumber) ||
                       (randomRoom.GetComponent <Room>().floorLevel == currentFloorLevel && randomRoom.GetComponent <Room>().buildingNumber != currentBuildingNumber) ||
                       (randomRoom.GetComponent <Room>().floorLevel != currentFloorLevel && randomRoom.GetComponent <Room>().buildingNumber != currentBuildingNumber)) // If you edit this, also edit the SearchRandomly script
                {
                    randomRoom = rooms[UnityEngine.Random.Range(0, rooms.Length)];
                }
                newTarget.transform.position = new Vector3(randomRoom.transform.position.x + UnityEngine.Random.Range(-randomRoom.GetComponent <SpriteRenderer>().bounds.size.x / 2, randomRoom.GetComponent <SpriteRenderer>().bounds.size.x / 2), transform.position.y);
            }
            else if (currentState == State.ExitLevel)
            {
                currentState = State.Idle; // To prevent this next bit of code from being executed multiple times

                // Play teleport animation and get rid of (destroy) victim game object
                isTeleporting = true;
                anim.SetBool("isTeleporting", isTeleporting);
                Destroy(gameObject, 0.5f);

                // Increase victimsSaved count
                levelExitScript.victimsSaved++;
                if (levelExitScript.victimsSaved == levelExitScript.victimCount)
                {
                    levelExitScript.RescueVictimsMissionComplete();
                }
            }
        }
    }