/* * For certain conditions after finishing a pursuit performs the according action * If player is dead or not seen after visual search, return to patrol */ private IEnumerator PostPursuit() { if (!_player.GetComponent <PlayerNPCRelation>().dead) { _detector.SeenPlayer = false; _postSearch.enabled = true; _spriteHand.PlayAnimation("idle"); yield return(StartCoroutine(_postSearch.VisualSearch())); } if (_postSearch.ResumePatrol) { _player.GetComponent <PlayerNPCRelation>().CanDie = false; _spriteHand.StopAnimation("idle"); yield return(StartCoroutine(FinishPatrol())); yield return(StartCoroutine(_patrolBehav.Wait())); ResumePatrolStabaliser(); _patrolBehav.enabled = true; StartCoroutine(_patrolBehav.Patrolling()); } }