private void StartStun(float stunTime)
    {
        // Set stun state, stop jumping
        stunState = PlayerStunnedState.Stunned;
        jumpState = PlayerJumpState.Falling;

        // Set stun timer
        stunTimer = stunTime;

        // TODO: Set Stun Animation
        MyRenderer.material.color = Color.red;
    }
 private void ContinueStun()
 {
     if (stunState == PlayerStunnedState.Stunned)
     {
         stunTimer -= Time.deltaTime;
         if (stunTimer <= 0f)
         {
             stunState = PlayerStunnedState.Recovering;
             MyRenderer.material.color = Color.yellow;
             stunTimer = DefaultPlayerRecoveryTime;
         }
     }
     else if (stunState == PlayerStunnedState.Recovering)
     {
         stunTimer -= Time.deltaTime;
         if (stunTimer <= 0f)
         {
             stunState = PlayerStunnedState.Normal;
             MyRenderer.material.color = Color.green;
             stunTimer = 0f;
         }
     }
 }
 private void ContinueStun()
 {
     if (stunState == PlayerStunnedState.Stunned)
     {
         stunTimer -= Time.deltaTime;
         if (stunTimer <= 0f)
         {
             stunState = PlayerStunnedState.Recovering;
             MyRenderer.material.color = Color.yellow;
             stunTimer = DefaultPlayerRecoveryTime;
         }
     }
     else if (stunState == PlayerStunnedState.Recovering)
     {
         stunTimer -= Time.deltaTime;
         if (stunTimer <= 0f)
         {
             stunState = PlayerStunnedState.Normal;
             MyRenderer.material.color = Color.green;
             stunTimer = 0f;
         }
     }
 }
    private void StartStun(float stunTime)
    {
        // Set stun state, stop jumping
        stunState = PlayerStunnedState.Stunned;
        jumpState = PlayerJumpState.Falling;

        // Set stun timer
        stunTimer = stunTime;

        // TODO: Set Stun Animation
        MyRenderer.material.color = Color.red;
    }
    // Use this for initialization
    void Start()
    {
        MyRenderer = transform.GetComponentInChildren<Renderer>();
        MyCollider = transform.GetComponentInChildren<Collider>();

        // TODO: Change if the players don't start falling
        jumpState = PlayerJumpState.Falling;
        stunState = PlayerStunnedState.Normal;
        LaneState = PlayerLaneState.One;

        // TODO: Set animation
        MyRenderer.material.color = Color.green;

        animation.Play ("Run");
    }