void CarryOutDetection() { if (Time.time > nextCheck) { nextCheck = Time.time + checkRate; Collider[] colliders = Physics.OverlapSphere(myTransform.position, detectRadius, playerLayer); if (colliders.Length > 0) { foreach (Collider potentialTargetCollider in colliders) { if (potentialTargetCollider.CompareTag("Player")) { if (CanPotentialTargetBeSeen(potentialTargetCollider.transform)) { break; } } } } else { enemyMaster.CallEventEnemyLostTarget(); } } }