//updates the bodyguards knowledge of where their vip currently is. We dont want this to be constant in some cases so there are points where the bodyguard
    //may not be as close to the vip.
    public void FindVIP()
    {
        Vector3 VIPPos = Protect_Client.transform.position;

        Debug.DrawLine(transform.position, VIPPos, Color.yellow);
        //Now that we know where the vip is, we want to check the distance between the bodyguard and the vip, if its too far, we reduce the distance between them.
        //We also want to space the bodyguards out if possible so they position roughly in a circle around the vip. The size of this circle should change
        //depending on how crowded an area is as well as in relation to the players pursuit of the vip. For now, we randomise the min/max distances the guard
        //can be from the vip.
        float dist = Vector3.Distance(transform.position, VIPPos);

        //if dist is less than the max, we are already within the circle. We also want to make sure the minimum distance is being met.
        if (dist > max_Dist)
        {
            //vip is too far away from the guards maximum allowed distance, we move the guard towards the vip until they are within range.
            Vector3 fromOriginToObj = transform.position - VIPPos;
            fromOriginToObj *= max_Dist / dist; //mult by rad , div by dist.
            Controller.AgentGoTo((VIPPos + fromOriginToObj));
        }

        if (dist < min_Dist)
        {
            //bodyguard is too close to the vip, set the bodyguard to wander to a random destination.
            Controller.SetRandomDestination();
        }
    }
 void Patrol()
 {
     // Returns if no points have been set up
     if (Manager.WayPoints.Length == 0)
     {
         return;
     }
     // Set the agent to go to the currently selected destination.
     Controller.AgentGoTo(Manager.WayPoints[CurrentWaypoint].transform.position);
     // Choose the next point in the array as the destination,
     // cycling to the start if necessary.
     CurrentWaypoint = (CurrentWaypoint + 1) % Manager.WayPoints.Length;
 }