private void ReceiveStartedBeingLockedOnBy(PlayerScript enemy)
{
// Sometimes unity will call an RPC even if 'this' has already been
// 'destroyed', and because unity overloads null comparison to mean
// 'destroyed', well, we're going to do this check. Great.
// ReSharper disable once ConditionIsAlwaysTrueOrFalse
// ReSharper disable once HeuristicUnreachableCode
if (this == null) return;
// Also check if enemy is null, might have been destroyed by the time
// this RPC is called.
if (networkView.isMine && enemy != null)
{
ScreenSpaceDebug.AddMessage("TARGETED BY", enemy.transform.position);
}
}