public void initiallize(Vector3 _position, AttackInfo _head_Damage) { Head_Damage = _head_Damage; if (isActiveAndEnabled) { state = Head_State.Flying; switch (FindObjectOfType <LittleBoneCtr>().state.dir) { case Dir.Left: { dirVec2 = Vector2.left; } break; case Dir.Right: { dirVec2 = Vector2.right; } break; } transform.position = _position + new Vector3(0, 0.11f, 0); _rigidbody2D.constraints = RigidbodyConstraints2D.FreezePositionY; StartCoroutine(WaitForDelay()); } }
public void OnCollisionEnter2D(Collision2D _col) { state = Head_State.Waiting; _rigidbody2D.constraints = RigidbodyConstraints2D.None; if (_col.transform.CompareTag("Player")) { StartCoroutine("DisableHead"); } if (_col.transform.CompareTag("Enemy")) { _col.transform.SendMessage("Attacked", Head_Damage); } }