void FixedUpdate() { if (!enemyMovement.GetAggro() || playerHealth.currentHealth <= 0) { isAttacking = false; return; } if (!isAttacking && !blink.IsInv() && enemyHealth.currentHealth > 0) { StartCoroutine(Attack()); } if (playerHealth.currentHealth <= 0) { anim.SetTrigger("PlayerDead"); } }