IEnumerator Shoot() { isShooting = true; EquippedArrow.SetActive(true); humanAnimator.SetTrigger("shoot"); yield return(new WaitForSeconds(0.6f)); EquippedArrow.SetActive(false); Arrow arrow = Instantiate(ArrowPrefab).GetComponent <Arrow>(); arrow.parent = gameObject; arrow.Attack(); yield return(new WaitForSeconds(0.4f)); isShooting = false; }