IEnumerator AttackTargetRepeatedly() { bool isAttackerAlive = GetComponent <HealthSystem>().healthAsPercentage >= Mathf.Epsilon; bool isTargetAlive = target.GetComponent <HealthSystem>().healthAsPercentage >= Mathf.Epsilon; while (isAttackerAlive && isTargetAlive) { var animationClip = currentWeaponConfig.GetAttackAnimation(); float animationClipTime = animationClip.length / character.GetAnimSpeedMultiplier(); float timeToWait = animationClipTime + currentWeaponConfig.GetMinTimeBetweenAnimationCycles(); bool isTimeToHitAgain = Time.time - lastHitTime > timeToWait || lastHitTime == -1; if (isTimeToHitAgain) { AttackTargetOnce(); lastHitTime = Time.time; } yield return(new WaitForSeconds(0.1f)); } }