void Attack()
    {
        // Reset the timer.
        timer = 0f;

        // If the base has health to lose...
        if (homeBaseHealth.currentHomeHealth > 0)
        {
            // ... damage the base.
            homeBaseHealth.DamageHome(attackDamage);
        }
    }
    void Attack()
    {
        // Reset the timer.
        timer = 0f;

        // If the base has health to lose...
        if (homeBaseHealth.currentHomeHealth > 0 && !movement.isPlayerLockedOn())
        {
            // ... damage the base.
            homeBaseHealth.DamageHome(attackDamage);
        }
        // If the player has health to lose...
        else if (playerHealth.currentHealth > 0)
        {
            // ... damage the player.
            playerHealth.TakeDamage(attackDamage);
        }
    }