public void CheckForScared()
 {
     if (Vector3.Distance(this.transform.position, PlayerManager.Instance.gameObject.transform.position) < personality.distanceCheck)
     {
         this.currentEmotion = frightened;
     }
 }
    private void Update()
    {
        if (currentEmotion != normal)
        {
            emotionTimeCounter += Time.deltaTime;

            if (emotionTimeCounter >= personality.resetEmotionTime)
            {
                GameObject frontWalkway = this.gameObject.GetComponent <NpcCivMoveWalk>().RayCastDown();
                if (frontWalkway != null && frontWalkway.tag == "Concrete")
                {
                    currentEmotion     = normal;
                    emotionTimeCounter = 0;
                }
            }
        }
    }
 void Awake()
 {
     currentEmotion = normal;
 }