IEnumerator CheckForEnemies()
{
while (true)
{
enemyBuffer = Physics.OverlapSphere(transform.position, sightRadius, enemyMask);
// If there are enemies in range, ping residents to perform a sight check
if (enemyBuffer.Length > 0)
{
StartCoroutine(AssignTargetsToResidents());
}
yield return new WaitForSeconds(sightCheckDelay);
}
}