public void ReactTo_HeroCollision() { if (isFlawed) { // Change animation animator.SetBool("isReturning", true); // Change tag gameObject.tag = "Projectile Returning"; // Return (change direction and speed) myRigidbody.velocity = new Vector2(myRigidbody.velocity.x * (-1) * projectileSpeedModifier, myRigidbody.velocity.y); // Set as returning isReturning = true; // Fire event: Flawed projectile collided with hero FlawedProjectile_CollidedWithHero?.Invoke(); } else { // Change animation animator.SetBool("isDead", true); // Reduce speed myRigidbody.velocity = Vector2.left * maxSpeed / 1.5f; } }
private void RespondTo_FlawedProjectile_CollidedWithHero_Event() { FlawedProjectile_CollidedWithHero?.Invoke(); }