public override IEnumerator KnockCo(AUnit target, float knockTime) { var obj = target.GetComponent <Player>(); var hit = obj.GetComponent <Rigidbody2D>(); if (hit != null) { yield return(new WaitForSeconds(Mathf.Max(_knockTime, knockTime))); hit.velocity = Vector2.zero; obj.currentState = PlayerState.idle; hit.velocity = Vector2.zero; } }