private IEnumerator DoAttack() { //playerChaseDetector.gameObject.SetActive(false); attackDetector.gameObject.SetActive(false); entityMovement.StopWalking(); canChangeState = false; yield return(new WaitForSeconds(0.8f)); attackController.Attack(ActionType.lightMelee); yield return(new WaitForSeconds(0.3f)); canChangeState = true; playerChaseDetector.gameObject.SetActive(true); ChangeState(BehaviourState.Chasing); attacking = null; }