public void End()
 {
     Guard2_con.StopLookAt();
     Guard1_con.StopLookAt();
     Guard1_con.StopRota();
     Guard2_con.StopRota();
 }
    void Scene3()
    {
        if (back1)
        {
            FinalEmpty[1] = DI_Done2[Random.Range(0, DI_Done2.Length)];
            FinalEmpty[0] = DI_Done1[Random.Range(1, DI_Done1.Length)];
            Guard1_con.SetSeq(FinalEmpty, true);
        }
        else
        {
            Guard1_con.PlaySound(DI_Done1[0], true);
        }

        Door3.GetComponent <Object_Door>().DoorSwitch();
        Guard1_con.SetLookAt(playerHead);
        Guard2_con.StopLookAt();
        Guard2_con.PausePath();

        Check2 = false;
        NextScene.SetActive(true);
    }