//IEnumerator AirSpin() { // yield return new WaitForSeconds(airSpinningDuration); // isAirSpinning = false; //} bool IsGrounded() { int groundLayer = 8; colliders = new Collider2D[MAX_GROUNED_COLLIDER_CHECK]; PhysicsScene2D.OverlapCollider(GetComponent <Collider2D>(), colliders, Physics2D.DefaultRaycastLayers); for (int i = 0; i < colliders.Length; i++) { if (colliders[i]) { if (colliders[i].gameObject.layer.Equals(groundLayer)) { isAirSpinning = false; return(true); } } } return(false); }