Rough initial attempt at having enemies anticipate player movement
Renamed CanSeePlayer to FindPlayer and cache result
- more efficient than calling CanSeePlayer multiple times, and therefore casting multiple rays per update
Added BaseCharacterController.CaptureInput
- Enemy aiming and firing should happen in Update() - not FixedUpdate(), so Act() is not appropriate for those types of functions.
Need to use a layer mask when casting the ray in FindPlayer()
- If a player was standing still, the enemy couldn't "see" the player, because the ray we cast from the enemy to detect the player was hitting the bullet it had just fired.