public bool moveEnemy() { _enemy.clearHited(); double w = Math.Abs(enemyTransform.position.x - enemyModel.getPos()); if (w > 0.1) { enemyTransform.position += new Vector3((float)(enemyModel.getSign() * 0.05), 0) * Time.timeScale; enemyRigidbody.AddForce(new Vector2(0, -10)); return(false); } else { enemyTransform.position = new Vector3((float)enemyModel.getPos(), enemyTransform.position.y); enemyRigidbody.velocity = new Vector2(0, 0); _enemy.CreateGround(); _enemy.setKinematic(); enemyModel.setFlip(!enemyModel.getFlip()); flipEnemey(); return(true); } }