IEnumerator DidAttack() { anim.SetBool("IsAttack", true); yield return(new WaitForSeconds(1.0f)); anim.SetBool("IsAttack", false); ourLocation = transform.TransformPoint(attackPosition); enemies = GameObject.FindGameObjectsWithTag("Enemy"); foreach (GameObject enemy in enemies) { EBunny_Status enemyStatus = enemy.GetComponent <EBunny_Status>(); if (enemyStatus == null) { continue; } if (Vector3.Distance(enemy.transform.position, ourLocation) < attackRadius) { enemyStatus.ApplyDamage(damage); } } isBusy = false; }