private void ResetEnemy(bool starRoutines) { if (!initialized) { InitializeCharacter(); } StopAllCoroutines(); transform.position = pointOfOrigin; EnterAIState(EnemyState.Idle); playerEngaged = false; playerInSight = false; attackRoutineStarted = false; run = 0; Velocity = Vector2.zero; rightFacing = wasFacingRight; RotateMe(rightFacing); pathfinding.SetPathUnvalid(); if (starRoutines) { StartCoroutine(BehaviourRoutine()); } }