private void RushEnd() { TimeManager.BackTimeToStandardFlow(); hasStartedLerp = false; PlayerController.PlayerStateMachine.ChangeState(PlayerStateMachine.States.Standard); PlayerController.Animator.updateMode = AnimatorUpdateMode.Normal; if (PlayerController.TargetedEnemy.gameObject != null) { StartCoroutine(PlayerController.TargetedEnemy.EnemyStateMachine.ReturnEnemyToStateAfterSeconds(EnemyStateMachine.States.Chasing, 0.5f)); } StartCoroutine(PlayerController.PlayerAttackManager.PlayerHealthManager.EndInvincibilityAfterTime(1f)); }