//Metodo el cual se encarga de revisar todas la codicciones del jugador por medio de tres raycast private void CheckDamagePlayer() { RaycastHit2D groundInfo = Physics2D.Raycast(groundDetection.position, Vector2.up, distance, layerWall); RaycastHit2D enemyDetection = Physics2D.Raycast(enemyDetectionEnemy.position, Vector2.right, distance, layerEnemy); RaycastHit2D groundDownInfo = Physics2D.Raycast(groundDetectionDown.position, Vector2.down, distance, layerWall); if (groundInfo.collider) { Death(); } if (!groundDownInfo.collider && timeForTouchGround <= 0) { StartCoroutine(TimeForDown()); } timeForRestLive -= Time.deltaTime; if (enemyDetection.collider && timeForRestLive <= 0) { live -= 1; currentLive.ChangeLive(live); animCamera.SetBool("Damage", true); timeForRestLive = timeForRestLiveCL; } else { animCamera.SetBool("Damage", false); } if (live <= 0) { Death(); } }