public void GetDamage(float damage, Vector2 posEnemie) { base.GetDamage(damage); spriteEffect.CancelEffect(); spriteEffect.StartInvunerable(); playerController.StartCoroutine(TimeDesactiveControlls(0.4f)); RgbChar.velocity = Vector2.zero; animChar.SetInteger("AnimState", 0); if (posEnemie.x >= transform.position.x) { RgbChar.AddForce(new Vector2(-directionKnowBack.x, directionKnowBack.y) * forceKnowBack); } else { RgbChar.AddForce(new Vector2(directionKnowBack.x, directionKnowBack.y) * forceKnowBack); } }