public void TrunBack() { takedamage.EnemyAttackDamage(); anim.SetBool("isWalk", true); Vector3 backPos = transform.position - dir.normalized * (policeRange - attackRange); //mySequence.Append(transform.DORotate(Vector3.zero, 0.3f)); transform.Rotate(Vector3.up, 180); mySequence.Append(transform.DOMove(backPos, 1f)); StartCoroutine("Backed"); }