public void UpdateRenderDirectionWithPlayerPosY(bool IsInvert = false) { IsFacingRight = Physics2D.IsRight(tf.position, Player.tf.position); Render.ChangeDirectionY(IsFacingRight, tf, IsInvert); }
public void UpdateRenderDirectionWithPlayerPosByFlip(bool IsInvert = false) { IsFacingRight = Physics2D.IsRight(tf.position, Player.tf.position); Render.ChangeDirectionXWithSpriteRender(IsInvert?!IsFacingRight : IsFacingRight, renderer); }