void ParticleIfTarget(Collider2D collider) { if (collider.GetComponent <Entity>() && collider.gameObject != gameObject) { switch (type) { case AttackType.SAir: fx.BloodSplatSair(collider.transform, pointSideAir.position, sideAirIndex); break; case AttackType.Side: fx.BloodSplatSide(collider.transform.position); break; case AttackType.UAir: fx.BloodSplatUp(collider.transform.position); break; case AttackType.DAir: fx.BloodSplatDown(collider.transform.position); break; } } }