/// <summary>
 /// If the crowd's patience runs out, reset their patience and cause ancillary effects.
 /// </summary>
 public void ResetForFailure()
 {
     angerDelay = maxDelay;
     angerTimer = angerDelay;
     healthManager.DetermineHealthEffect(matchManagerScript.CrowdMultiplier);              //possibly lose health
     matchManagerScript.CrowdMultiplier         = matchManagerScript.Min_Crowd_Multiplier; //reset the multiplier to 1
     matchManagerScript.SuccessesThisMultiplier = 0;                                       //restart the process of building up crowd expectations
     scoreManager.BonusFeedback(matchManagerScript.Min_Crowd_Multiplier);
 }