IEnumerator Stomp()
    {
        GameObject boss = transform.root.gameObject;

        //temporary animation thingy
        float scale = 7f;

        boss.GetComponent <Transform>().localScale = new Vector3(scale, scale, 1f);

        // Wait for animation to finish
        yield return(new WaitForSeconds(stompLength));

        //if distance to player still in range, push them back
        playerTransform = playerPos.GetComponentInChildren <playerShooting>().transform;
        float distance = Vector3.Distance(playerTransform.position, this.transform.root.position);

        //Deal damage to player
        if (playerHealth != null)
        {
            playerHealth.Damage(stompDamage);
        }

        //Push player back if they're still in range && the attack hasn't already ended
        if (distance <= stompDistance && attackIsActive)
        {
            GameObject player         = playerPos.transform.root.gameObject;
            Vector2    playerPosition = new Vector3(player.transform.position.x, player.transform.position.y);
            Vector3    dirBackwards   = playerPosition - (Vector2)transform.position;         //boss vector3 + player vector3
            playerPos.AddForce(dirBackwards.normalized * stompForce);
        }

        //reset boss state
        boss.GetComponent <BossEnemy>().stomping = false;

        //reset boss scale
        boss.GetComponent <Transform>().localScale = new Vector3(5f, 5f, 5f);

        attackIsActive = false;
    }