public void Attack(Characters.Character targetStats) { if (targetStats.CanAttack && _attackCooldown <= 0f) { Attacked = true; enemyCurrentlyFightingWith = targetStats.GetComponent <GameObject>(); StartCoroutine(DealBasicAttackDamage(targetStats, attackDelay)); OnAttack?.Invoke(); _attackCooldown = 1f / _myStats.stats[5].GetValue(); } }