public void CheckAndAddAttackState() { if (!isAir && Input.GetKeyDown(KeyCode.E)) { enemyScript = interacitveManager.FindNearestEnemy(); if (interacitveManager.FindNearestEnemy() != null) { if (enemyScript.enemyState != global::State.Stun && Mathf.Sign(enemyScript.transform.localScale.x) == Mathf.Sign(transform.localScale.x)) { enemyScript.AlertToNearEnemy(10, 1 << LayerMask.NameToLayer("Enemy")); AddToStateQueueWithCheckingOverlap(GetStatePriorityLevel(State.Attack)); } } } }