//beginTime должен быть больше endTime
    //тип 2 номер 3
    public void WeaponPush(HitController hitControl, Rigidbody2D rigid, 
	                      float pDamage,float fDamage,float dDamage,float aDamage,
	                      int attack,
	                      bool backStab,
	                      float backStabKoof, int time, int beginTime, int endTime, int timeToPush,
	                      Vector2 fVect)
    {
        int i;
        bool b=false;
        hitControl.pDamage = pDamage;
        hitControl.fDamage = fDamage;
        hitControl.dDamage = dDamage;
        hitControl.aDamage = aDamage;
        hitControl.attack = attack;
        hitControl.backStab = backStab;
        hitControl.backStabKoof = backStabKoof;
        if (hitControl.actTime==0)
            hitControl.actTime= time;
        if ((hitControl.actTime > endTime)&&(hitControl.actTime<=beginTime))
            hitControl.GetComponent<BoxCollider2D> ().enabled = true;
        else if (hitControl.actTime >beginTime)
            hitControl.GetComponent<BoxCollider2D> ().enabled = false;
        for (i=0; i<hitControl.list.Count; i++)
            if (hitControl.list [i] != rigid.gameObject)
                b = true;
        if ((b)&&(hitControl.actTime==timeToPush))
        {
            if (rigid.gameObject.GetComponent<Stats>()!=null)
            {
                if (rigid.gameObject.GetComponent<Stats>().stats.groundness==4)
                    rigid.AddForce(fVect);
            }
            else
                rigid.AddForce(fVect);
        }
    }
    //beginTime должен быть больше endTime
    /*//тип 2 номер 1
    public void WeaponMove(Equipment equip, RootCharacterController control, Stats stats, SpFunctions Sp, bool isItRight)
    {
        WeaponClass weapon;
        if (isItRight)
            weapon = equip.rightWeapon;
        else
            weapon = equip.leftWeapon;
        int i;
        int j=-1;
        Rigidbody2D rigid = control.gameObject.rigidbody2D;
        clavisher clav = Sp.gameObject.GetComponent<clavisher> ();
        for (i=weapon.moveset.Length-1; i>=0; i--)
        {
            if (Sp.ClaveComparation(weapon.moveset[i].why.claves,clav))
                if (Sp.FComparation(Mathf.Abs(rigid.velocity.x),weapon.moveset[i].why.speedX*1f)&&
                    Sp.FComparation(Mathf.Abs(rigid.velocity.y),weapon.moveset[i].why.speedY*1f)&&
                    (weapon.moveset[i].why.employment<=stats.stats.employment)&&
                    Sp.IntComparation(stats.stats.direction+2, weapon.moveset[i].why.direction)&&
                    Sp.IntComparation(stats.stats.groundness,weapon.moveset[i].why.groundness)&&
                    Sp.IntComparation(stats.stats.obstacleness,weapon.moveset[i].why.obstacleness)&&
                    Sp.IntComparation(stats.stats.groundness,weapon.moveset[i].why.groundness)&&
                    Sp.ComprFunctionality(stats.stats.maxInteraction,weapon.moveset[i].why.maxinteraction)&&
                    Sp.ComprFunctionality(stats.stats.interaction,weapon.moveset[i].why.interaction)&&
                    Sp.IntComparation(stats.stats.upness,weapon.moveset[i].why.upness)&&
                    Sp.IntComparation(stats.stats.specialness,weapon.moveset[i].why.specialness)&&
                    (!weapon.moveset[i].chosen))
                {
                    j=i;
                    break;
                }
        }
        if (j>=0)
        {
            control.activityNumb=Sp.AddActivity(control.whatToEmploy,weapon.moveset[j],control.activityNumb);
            stats.stats.employment-=weapon.moveset[j].employ;
            if (weapon.moveset[j].soWhat.groundness>=0) stats.stats.groundness=weapon.moveset[j].soWhat.groundness;
            if (weapon.moveset[j].soWhat.obstacleness>=0) stats.stats.obstacleness=weapon.moveset[j].soWhat.obstacleness;
            if (weapon.moveset[j].soWhat.interaction>=0)stats.stats.interaction=weapon.moveset[j].soWhat.interaction;
            if (weapon.moveset[j].soWhat.specialness>=0)stats.stats.specialness=weapon.moveset[j].soWhat.specialness;
            weapon.moveset[i].chosen=true;
        }
    }*/
    //тип 2 номер 2
    public void WeaponHit(HitController hitControl, 
	                      float pDamage,float fDamage,float dDamage,float aDamage,
	                      int attack,
	                      bool backStab,
	                      float backStabKoof, int time, int beginTime, int endTime, int direction)
    {
        hitControl.pDamage = pDamage;
        hitControl.fDamage = fDamage;
        hitControl.dDamage = dDamage;
        hitControl.aDamage = aDamage;
        hitControl.attack = attack;
        hitControl.backStab = backStab;
        hitControl.backStabKoof = backStabKoof;
        if (hitControl.actTime==0)
            hitControl.actTime= time;
        if ((hitControl.actTime > endTime)&&(hitControl.actTime<=beginTime))
            hitControl.GetComponent<BoxCollider2D> ().enabled = true;
        else if (hitControl.actTime >beginTime)
            hitControl.GetComponent<BoxCollider2D> ().enabled = false;
        hitControl.direction = direction;
    }