protected override void _StartAction(RPGCharacterController controller, HitContext context) { int hitNumber = context.number; Vector3 direction = context.direction; float force = context.force; float variableForce = context.variableForce; if (hitNumber == -1) { hitNumber = AnimationData.RandomHitNumber("Knockdown"); direction = AnimationData.HitDirection("Knockdown", hitNumber); direction = controller.transform.rotation * direction; } else { if (context.relative) { direction = controller.transform.rotation * direction; } } controller.GetAngry(); controller.Knockdown(hitNumber); movement.KnockbackForce(direction, force, variableForce); movement.currentState = RPGCharacterState.Knockdown; }