void EndDash() { switch (lastDashType) { case DashType.Move: numMoveDashes -= 1; ResetAirAttacks(); break; case DashType.Attack: atkDashCounter += 1; canAttack = true; break; default: break; } isHitBall = false; dshLerpValue = 1; dshLerpLimit = 1; rb.simulated = true; rb.velocity = Vector3.zero; UpdateVertChecks(); if (isGrounded) { ResetDashes(false); ResetAirAttacks(); } else { playerAnim.EndDash(numMoveDashes > 0); } isDashing = false; }