public void HandlePlayerFired() { player.GetComponent <Player>().StartMoreGravityOverTimeCoroutine(); MoveBehaviour barrelHoldingPlayerMoveBehaviour = barrelHolingPlayer.GetComponent <MoveBehaviour>(); barrelHoldingPlayerMoveBehaviour.Deactivate(); barrelHoldingPlayerMoveBehaviour.ignoreActivation = true; prevBarrelHoldingPlayer = GameManager.inst.barrelHolingPlayer; barrelHolingPlayer = null; playerRB2D.AddRelativeForce(new Vector2(2000, 0)); }