//Enables the next sword swing void SwordSwing() { //Enemy.CanCollide = true; //Enemy can collide if (SwingNumber < MaxSwingNumber) { if (DelayForClickCombo != null) { StopCoroutine(DelayForClickCombo); } if (SwingCoroutine != null) { StopCoroutine(SwingCoroutine); } if (ClickCoroutine != null) { StopCoroutine(ClickCoroutine); } playerCanDecel.initialBool = true; ComboPhase = 0; CanSwing = false; SwordMomentumScale.initialValue = 0; SwingCoroutine = StartCoroutine(SwordSwingTiming()); SwingNumber += 1; AnimatorSwingNumber = SwingNumber; player.GetSwordSwingDirection(); } }