Part 1 and 2 now complete

- Used a cross product then dot product to compute if enemy angle is
left or right of player.transform.forward.
- Corrected Part 2's distances
- Implemented offsets for rangefinders (to start at edge of box rather
than center of mass)

To DO: Implement pie slice trackers
How? - Four vectors, see whats within the range of vector 0 to vector 1,
vector 1 to vector 2, and so on....

-May want to look into creating cube offsets correctly