// Jumping off of the Air Ride private IEnumerator JumpOffStar() { // Kirby no longer dependent on vehicle, and vice versa. airRide.transform.parent = null; airRide.gameObject.tag = "AirMachine"; ar.charge = 0; ar.resetRotation(); ar = null; onStar = false; jumpCharge = 0; cam.transform.parent = null; cam.GetComponent <CameraControl> ().enabled = true; // Make all vehicle stats go back // Resetting particle effects for vehicles. if (jsp != null) { jsp.StopParticles(); jsp = null; } if (sse != null) { sse.StopParticles(); sse = null; } // Undo UI for vehicles ui.enabled = false; // Jumps Kirby Up, for a "Pop off" effect. rb.velocity += Vector3.up * moveSpeed * Time.deltaTime; // He isn't charging anymore, so appropriate the animations. anim.SetBool("Charging", false); anim.SetBool("JumpingOff", true); anim.SetBool("Jumping", false); anim.SetBool("Jumping2", false); anim.SetBool("Riding", false); // Don't re-enable his sphere collider for a few seconds so he won't instantly hop back on a ride. yield return(new WaitForSeconds(1f)); sphereCol.enabled = true; anim.SetBool("JumpingOff", false); }