private void RunAfterPlayer() { if (!isOnSelectedDistanceToPlayer(standAwayFromPlayer) && playerMovement.PlayerIsRunning()) { speed = runningSpeed; transform.LookAt(Vector3.Scale(player.transform.position, new Vector3(0, 1, 1))); animator.SetBool("Run", playerMovement.PlayerIsRunning()); animator.SetBool("Idle", false); animator.SetBool("Crouch", false); } else if (!playerMovement.PlayerIsRunning() && playerMovement.IsStanding()) { speed = init_speed; transform.LookAt(Vector3.Scale(player.transform.position, new Vector3(0, 1, 1))); animator.SetBool("Run", false); animator.SetBool("Idle", true); animator.SetBool("Walk", false); } else if (!playerMovement.PlayerIsRunning() && !playerMovement.IsStanding()) { speed = init_speed; transform.LookAt(Vector3.Scale(player.transform.position, new Vector3(0, 1, 1))); animator.SetBool("Run", playerMovement.PlayerIsRunning()); animator.SetBool("Walk", true); animator.SetBool("Idle", false); animator.SetBool("Crouch", false); } }