private IEnumerator Backstep() { if (Input.GetButtonDown("Backstep") && isCharOnGround) { isBackstep = true; Vector2 diagonalVector; if (playerGameObject.IsFacingRight) { diagonalVector = new Vector2(-1.0f, 1.0f); } else { diagonalVector = new Vector2(1.0f, 1.0f); } rigidbody2D.AddForce(diagonalVector.normalized * backStepDiagonalForce); animator.SetTrigger("BackstepTrigger"); animator.SetBool("IsBackstep", isBackstep); yield return(backStepAnimation.WaitForAnimationToFinish()); isBackstep = false; animator.SetBool("IsBackstep", isBackstep); } }