public void DoThrow() { OnThrowing(); Direction direction = GetComponent <BodyControl>().GetDirection(); WizardKingSolo wizardKingSolo = (WizardKingSolo)GameObject.Instantiate(wizardKingSoloPrefab, wizardKingSoloPrefab.transform.position, Quaternion.identity); GetComponent <KingCharacterControl>().SetNotCarryingKing(); GetComponent <KingCharacterControl>().StandStill(); GetComponent <KingCharacterControl>().DisableAnimationSwitching(); PhysicsUtils.IgnoreCollisionBetween(wizardKingSolo.collider, this.collider); wizardKingSolo.gameObject.SetActive(true); wizardKingSolo.transform.parent = null; wizardKingSolo.rigidbody.AddForce(new Vector3(throwPower.x * (float)direction, throwPower.y), ForceMode.Impulse); wizardKingSolo.OnThrown(); DispatchMessage("OnWizardThrown", wizardKingSolo); GetComponent <PlayerInputComponent>().enabled = false; }