void ChangeEmote(bool isPositive, float forward, float right)
 {
     if (isPositive)
     {
         if (currentDirection == Direction.Right)
         {
             currentEmote = PlayerEmotes.Admire;
             anim.SetTrigger("Admire");
         }
         else if (currentDirection == Direction.Left)
         {
             currentEmote = PlayerEmotes.Surprise;
             anim.SetTrigger("Surprise");
         }
         else if (currentDirection == Direction.Up)
         {
             currentEmote = PlayerEmotes.Joy;
             anim.SetTrigger("Joy");
         }
         else if (currentDirection == Direction.Down)
         {
             currentEmote = PlayerEmotes.Fear;
             anim.SetTrigger("Fear");
         }
     }
     else
     {
         if (currentDirection == Direction.Right)
         {
             currentEmote = PlayerEmotes.Anger;
             anim.SetTrigger("Anger");
         }
         else if (currentDirection == Direction.Left)
         {
             currentEmote = PlayerEmotes.Intimidation;
             anim.SetTrigger("Intimidation");
         }
         else if (currentDirection == Direction.Up)
         {
             currentEmote = PlayerEmotes.Sorrow;
             anim.SetTrigger("Sorrow");
         }
         else if (currentDirection == Direction.Down)
         {
             currentEmote = PlayerEmotes.Pity;
             anim.SetTrigger("Pity");
         }
     }
     if (currentEnemy != null)
     {
         currentEnemy.EmoteHit(currentEmote);
     }
     bEmoteTimer = true;
 }
 void ResetEmote()
 {
     currentEmote = PlayerEmotes.None;
 }