private void OnTriggerStay2D(Collider2D other) { if (!justAttacked && playerController.GetPlayerAttacking() && other.gameObject.tag == "Enemy") //if the player didn't just attack, is currently in the attack animation, and the object being attacked is tagged as "Enemy," the HurtEnemy logic is run { try //sloppily done just in case siphon isn't active on that specific character { if (siphon.GetIsSiphonActive()) //checks if siphon was recently triggered { successfulHit = true; //the hit was successfully made } } catch { //pass } other.gameObject.GetComponent <EnemyHealthManager>().HurtEnemy(damageToDeal); GameObject tempBurst = Instantiate(damageBurst, other.transform.position, other.transform.rotation); Destroy(tempBurst, 1.0f); justAttacked = true; } }