private void blinkPlayer(bool facingRight, List <Vector2> endPoints) { GameMaster.BlinkShake(); Instantiate(blinkSplash, new Vector3(transform.position.x, transform.position.y, 1.0f), Quaternion.identity); invulFrames = invulFramesSetTimer; Physics2D.IgnoreLayerCollision(8, 9, true); animator.SetTrigger("blinking"); if (facingRight) { transform.position = new Vector2(endPoints[2].x - Mathf.Abs(bc.bounds.size.x / 2), endPoints[2].y); } else { transform.position = new Vector2(endPoints[2].x + Mathf.Abs(bc.bounds.size.x / 2), endPoints[2].y); } }