//COROUTINES IEnumerator RandMove() { isMoving = true; physicsMove.ForceSnapToTile(); float ranTime = Random.Range(5f, 15f); yield return(new WaitForSeconds(ranTime)); int ranDir = Random.Range(0, 4); if (ranDir == 0) { //Move Up physicsMove.MoveInDirection(Vector2.up); } else if (ranDir == 1) { //Move Right physicsMove.MoveInDirection(Vector2.right); if (!isRight) { isRight = true; Flip(); } } else if (ranDir == 2) { //Move Down physicsMove.MoveInDirection(Vector2.down); } else if (ranDir == 3) { //Move Left physicsMove.MoveInDirection(Vector2.left); if (isRight) { isRight = false; Flip(); } } yield return(new WaitForSeconds(0.2f)); physicsMove.MoveInputReleased(); isMoving = false; }