public IEnumerator stunned(Vector3 parryPos) { if (coroutineEnum != null) { StopCoroutine(coroutineEnum); } sndSrc.enabled = true; sndSrc.PlayOneShot(stunnedSnd); coroutineEnum = DisableTimer(); StartCoroutine(coroutineEnum); givVision.enabled = false; givAttackScript.attackBox.enabled = false; givAttackScript.enabled = false; dontAttack = true; rig.velocity = new Vector2(enemyTransform.position.x - PMove.playerTransform.position.x, enemyTransform.position.y - PMove.playerTransform.position.y).normalized *stunForce; StartCoroutine(givStunIndicator.stunTimer(stunCooldown)); yield return(new WaitForSeconds(stunCooldown)); givAttackScript.parried = false; dontAttack = false; givAttackScript.enabled = true; givAttackScript.attackBox.enabled = false; givVision.enabled = true; }