public void CheckWall(Vector2 posWallLeft, Vector2 posWallRight, LayerMask layerWall) { isWall = RgbChar.velocity.y < 0 && !isGround && (Physics2D.Raycast(posWallRight, Vector2.down, 1f, layerWall).collider != null || Physics2D.Raycast(posWallLeft, Vector2.down, 1f, layerWall).collider != null); if (isWall) { spriteEffect.CancelEffect(); } animChar.SetBool("isWall", isWall); }