void BounceEnemy() { if (enemy.IsStunned) { return; } if (grounded) { bounceTimer += Time.deltaTime; if (bounceTimer > bounceDelay) { rb.Sleep(); rb.AddForce(transform.up * bouncePower, ForceMode2D.Impulse); //playsound if (soundFX) { soundFX.PlayAttackSound(); } //anim switch if (anim) { anim.PlayJump(); } bounceTimer = 0; } } }