private bool AnyObstacleInComfortRange() { var selfDistToAvatar = GetDistanceSquared(_actorStateModel, _sensorDataComponent.Avatar); if (selfDistToAvatar <= _sensorDataComponent.ComfortRangeUnitsSquared) { return(true); } return(_sensorDataComponent .GetInRangeExceptAvatar(SensorType.Visual) .Any(actor => { var distToThis = GetDistanceSquared(_actorStateModel, actor); var distToAvatar = GetDistanceSquared(actor, _sensorDataComponent.Avatar); return distToThis <= _sensorDataComponent.ComfortRangeUnitsSquared && distToAvatar <= selfDistToAvatar; })); }