public void Impacte_mal(Impacte xoc) { if (currentStateName != State.Sleep) { knockDirection = xoc.Direccio; knockStrenght = xoc.Forsa; Mal(xoc.Mal); setState(State.Knocked); } }
public void Shoot(Vector2 direction,int damage, float impactSpeed, float ballSpeed) { en_xoc = new Impacte(direction, damage, impactSpeed); gameObject.GetComponent<Rigidbody2D>().AddForce(direction * ballSpeed, ForceMode2D.Impulse); }