private void Update()
 {
     //if we are idle, we do behaviour for moving
     if (Controller.Move_State == AgentControl.Agent_State.Idle)
     {
         Controller.AgentWander();
     }
 }
    private void OnTriggerEnter(Collider other)
    {
        //if the other object is a navagent.
        if (other.gameObject.GetComponent <AgentControl>())
        {
            AgentControl other_agent = other.gameObject.GetComponent <AgentControl>();
            //compare clearance of agent against the access level of this space.
            if (other_agent.clearance_level >= access_required)
            {
                //has clearance, we do nothing.
            }
            else
            {
                //doest have clearance. We tell the agent to go away.
                Debug.Log(other_agent.name + " is not authorised to access : " + Area_Name);
                //spawns an object to show visual feedback that an agent has been denied access.
                Instantiate(AccessDeniedPrefab, new Vector3(other.gameObject.transform.position.x, other.gameObject.transform.position.y + 2.0f, other.gameObject.transform.position.z), Quaternion.identity, other.gameObject.transform);
                other_agent.AgentWander();
            }
        }

        //we want an event for the player as well to display whether or not they are allowed into a specific area. Works into the keycards/disguises to add later.
        //Display on player UI that they are tresspassing if they are by checking the players current credentials
        if (other.gameObject.tag == "Player")
        {
            if (other.gameObject.GetComponent <PlayerManager>().Current_Clearance >= access_required)
            {
                //player has clearance at this moment in time.
                other.gameObject.GetComponent <PlayerManager>().isTrespassing = false;
            }
            else
            {
                //Player is currently trespassing.
                other.gameObject.GetComponent <PlayerManager>().isTrespassing = true;
            }
        }
    }