public void TakeDamage(float damage) { if (hitTimer > 0.8f) { characterStats.currentHealth -= damage; hitTimer = 0f; enemyAnimation.PlayHit(); hitCor = OnHit(); StartCoroutine(hitCor); } if (characterStats.currentHealth <= 0 && !isDead) { isDead = true; deathCor = OnDeath(); enemyAnimation.PlayDeath(); StartCoroutine(deathCor); } }