Cooldown() public static method

Returns the cooldown/swingSpeed attribute of the equipped item
public static Cooldown ( ) : float
return float
    void Update()
    {
        //Attack Code
        if (Input.GetButtonDown("Attack") && !MenuManager.windowOpen)
        {
            Vector2 dir = new Vector2(0, 0);
            switch (direction)
            {
            case 1:
                dir = new Vector2(-1, 0);
                break;

            case 2:
                dir = new Vector2(1, 0);
                break;

            case 3:
                dir = new Vector2(0, 1);
                break;

            case 4:
                dir = new Vector2(0, -1);
                break;
            }
            attacking = true;
            RaycastHit2D hit = Physics2D.CircleCast(transform.position, 1f, dir, InventoryData.Range(), LayerMask.GetMask("Enemy"));   //Change layer to enemy layer later
            if (hit.transform != null && attacking && attackCooldown == 0)
            {
                if ((hel = hit.transform.GetComponent <Health>()) != null)
                {
                    attackCooldown = InventoryData.Cooldown();
                    hel.Damage(InventoryData.Attack());
                    attacking = false;
                }
            }
        }
    }