public void Push(Vector3 Force, float weight, int damage) { if (inState == invState.isFalse) { Force *= weight; this.GetComponent <Rigidbody>().AddForce(Force); invcTimer = 0; inState = invState.isTrue; health -= damage; } }
void invincability() { if (inState == invState.isTrue) { invcTimer += 1 * Time.deltaTime; GetComponent <SpriteRenderer>().color = new Color(1f, 0.8f, 0.8f, 0.5f); // displaying invcibility } else { GetComponent <SpriteRenderer>().color = new Color(1f, 1f, 1f, 1f); // displaying invcibility } //might wanna add layers later to make it so ennemies go through player when invicble if (invcTimer > 100 * Time.deltaTime) { inState = invState.isFalse; } }