private void OnTriggerEnter(Collider other) { if (other.tag == "RunningNPC" || other.tag == "EscapeNPC") { if (!anim.GetBool("isStandBy")) { anim.SetBool("isStandBy", true); } lerpValueRateOfIncrease = 0; } else if (other.tag == "Enemy" && transform.tag == "Enemy") { StopAllCoroutines(); EnemyCharacter enemy = other.GetComponent <EnemyCharacter>(); enemy.StopAllCoroutines(); transform.tag = "AttackEnemy"; enemy.tag = "AttackEnemy"; transform.LookAt(enemy.transform); enemy.transform.LookAt(transform); if (priority >= enemy.GetPriority()) { enemy.GetAnimator().SetBool("isStandBy", true); anim.SetBool("isShoot", true); StartCoroutine(SeeAnotherEnemy(enemy)); } else { anim.SetBool("isStandBy", true); enemy.GetAnimator().SetBool("isShoot", true); enemy.StartCoroutine(enemy.SeeAnotherEnemy(this)); } } }