/// <summary> /// If the crowd's patience runs out, reset their patience and cause ancillary effects. /// </summary> public void ResetForFailure() { angerDelay = maxDelay; angerTimer = angerDelay; healthManager.DetermineHealthEffect(matchManagerScript.CrowdMultiplier); //possibly lose health matchManagerScript.CrowdMultiplier = matchManagerScript.Min_Crowd_Multiplier; //reset the multiplier to 1 matchManagerScript.SuccessesThisMultiplier = 0; //restart the process of building up crowd expectations scoreManager.BonusFeedback(matchManagerScript.Min_Crowd_Multiplier); }