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();
            }
        }
    }