// Update is called once per frame
    void Update()
    {
        if (health.hasDied == true)
        {
            anim.SetBool("IsDead", true);
            anim.SetInteger("Movespeed", -1);
            aiMovement.BlockMovement();
            return;
        }
        if (aiMovement.isMoving == true)
        {
            anim.SetInteger("Movespeed", 1);
            return;
        }
        if (aiMovement.isDead == true)
        {
            anim.SetInteger("Movespeed", 2);
            return;
        }

        if (!anim.GetBool("IsDead"))
        {
            anim.SetInteger("Movespeed", 0);
        }

        //gameObject.transform.localRotation = gameObject.transform.parent.rotation;
    }
    IEnumerator StartSequenceHiders()
    {
        playerObject1.BlockMovement();
        playerObject2.BlockMovement();
        foreach (GameObject AI in GameObject.FindGameObjectsWithTag("NPC"))
        {
            AIMove = AI.GetComponent <AIMovement>();
            AIMove.BlockMovement();
        }
        //AIMove.BlockMovement();
        hunterLookScreen.SetActive(true);
        yield return(new WaitForSeconds(2));

        vampireAwayMessage.SetActive(true);
        yield return(new WaitForSeconds(4));

        vampireAwayMessage.SetActive(false);
        hunterLocationMessage.SetActive(true);
        yield return(new WaitForSeconds(4));

        hunterLookScreen.SetActive(false);
        playerObject1.DisplayRing();
        yield return(new WaitForSeconds(4));

        vampireLookScreen.SetActive(true);
        hunterAwayMessage.SetActive(true);
        yield return(new WaitForSeconds(4));

        hunterAwayMessage.SetActive(false);
        vampireLocationMessage.SetActive(true);
        yield return(new WaitForSeconds(4));

        vampireLookScreen.SetActive(false);
        playerObject2.DisplayRing();
        yield return(new WaitForSeconds(4));

        countdownScreen.SetActive(true);
        count3.SetActive(true);
        yield return(new WaitForSeconds(1));

        count2.SetActive(true);
        count3.SetActive(false);
        yield return(new WaitForSeconds(1));

        count1.SetActive(true);
        count2.SetActive(false);
        yield return(new WaitForSeconds(1));

        countdownScreen.SetActive(false);
        playerObject1.AllowMovement();
        playerObject2.AllowMovement();
        foreach (GameObject AI in GameObject.FindGameObjectsWithTag("NPC"))
        {
            AIMove = AI.GetComponent <AIMovement>();
            AIMove.AllowMovement();
        }
        countDown.StartCounting();
    }