IEnumerator GiveAt() { isAttack = true; swordAnim.SetBool("idle", false); swordAnim.SetBool("attack", true); state = hit.collider.gameObject.GetComponent <EnemyStates>(); yield return(new WaitForSeconds(0.5f / 1.2f)); swordAnim.SetBool("attack", false); swordAnim.SetBool("idle", true); state.GetDamage(UnityEngine.Random.Range(Damage, Damage + 3)); yield return(new WaitForSeconds(1)); isAttack = false; }