public void LookAt(EyeLookAtPosition lookAt, float stareTime)
    {
        switch (lookAt)
        {
            case EyeLookAtPosition.Ground:
                _targetPositionForPupil = new Vector3(.2f, -.25f, .2f);
                break;
            case EyeLookAtPosition.Forward:
                _targetPositionForPupil = new Vector3(.25f, 0, .2f);
                break;
            case EyeLookAtPosition.Up:
                _targetPositionForPupil = new Vector3(.15f, .15f, .2f);
                break;
            case EyeLookAtPosition.Back:
                _targetPositionForPupil = new Vector3(-.25f, -.05f, .2f);
                break;
            case EyeLookAtPosition.Side:
                _targetPositionForPupil = new Vector3(.07f, 0, .2f);
                break;
        }

        _timeBeforeChange = stareTime;

        //	Stop all existing coroutines as it gets called
        //	whenever a reaction is pushed through for the head.
        StopAllCoroutines();
        StartCoroutine(ChangeLookAt());
    }
 public void LookAt(EyeLookAtPosition lookAt)
 {
     LookAt(lookAt, 2.5f);
 }