How do I delay an animation using my character movement script?

Hi, everyone,

Below is a copy of my player movement script which contains functions to animate my character moving left and right, jumping and shooting his bow. I have also been able to get my character to transition from shooting his bow to being in an alert animation, but I am wondering how to write the code so that for 5 seconds after I shoot my bow I will be alert before going back to my default “idle” animation.

I would also like my character to be able to walk around (i.e. transition the alert animation to the walk animation) while being alert, but if he stops moving he goes back to alert. Currently my character will go back to idle if he walks during his alert stance. The script below, specifically lines 98-102 present another problem in that my character cannot perform his “shoot” animation after this function has occurred, but I do not know/can’t wrap my head around how to code what I mentioned above.

I appreciate any help you guys may be able to give me.

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    
    public class player_1_controller : MonoBehaviour {
    
    	Rigidbody2D myRB; 
    	Animator myAnim;
    	bool facingRight;
    
    	//movement variables
    	public float maxSpeed;
    
    	//jumping variables
    	bool grounded = false;
    	float groundCheckRadius = 0.2f;
    	public LayerMask groundLayer;
    	public Transform groundCheck;
    	public float jumpHeight;
    
    	//arrow shooting variables
    	bool firing = true;
    	public float arrowShoot;
    	public Transform arrowTip;
    	public GameObject arrow;
    	public float fireRate = 0.5f;
    	public float nextFire = 0f;
    
    	// Use this for initialization
    	void Start () {
    		
    		myRB = GetComponent<Rigidbody2D> ();
    		myAnim = GetComponent<Animator> ();
    		facingRight = true;
    		}
    	
    	// Update is called once per frame
    	void Update () {
    
    		//player jump
    		if (grounded && Input.GetButtonDown ("Jump")) {
    			grounded = false;
    			myAnim.SetBool ("isGrounded", grounded);
    			myRB.AddForce (new Vector2 (0, jumpHeight));
    		}
    
    		//player shooting
    		if (grounded && Input.GetButtonDown ("Fire1")) {
    			myAnim.SetBool ("arrowShoot", firing);
    			Invoke ("fireArrow", 1);
    		}
    
    	}
    
    		void FixedUpdate() {
    
    		//player movement
    		float move = Input.GetAxis ("Horizontal");
    		myAnim.SetFloat ("speed", Mathf.Abs (move));
    
    		myRB.velocity = new Vector2 (move * maxSpeed, myRB.velocity.y);
    
    		if (move > 0 && !facingRight) {
    			flip ();
    		} else if (move < 0 && facingRight) {
    			flip ();
    		}
    
    		//player jump; check if we are grounded - if not, then we are falling
    		grounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, groundLayer);
    		myAnim.SetBool ("isGrounded", grounded);
    
    		myAnim.SetFloat ("verticalSpeed", myRB.velocity.y);
    	}
    			
    		void flip () {
    		facingRight = !facingRight;
    		Vector3 theScale = transform.localScale;
    		theScale.x *= -1;
    		transform.localScale = theScale;
    
    	}
    
    	void fireArrow() {
    
    		if (Time.time > nextFire) {
    			nextFire = Time.time + fireRate;
    			if (facingRight) {
    				Instantiate (arrow, arrowTip.position, Quaternion.Euler (new Vector3 (0, 0, 0)));
    			} else if (!facingRight) {
    				Instantiate (arrow, arrowTip.position, Quaternion.Euler (new Vector3 (0, 0, 180)));
    			}
    		}
    		playerAlert ();
    
      	}
    
    	void playerAlert () {
    
    			firing = false;
    			myAnim.SetBool ("arrowShoot", firing);
    	}
    }

You can try using the IEnumerator function Unity has.