//Currently only does air attack freeze ADD ONE FOR GROUND IEnumerator AttackFreeze(Fighter enemyRef) { _fighterRef.InHitstunFreeze = true; enemyRef.InHitstunFreeze = true; // enemyRef.EnterHitstun(); //Freeze both player and target for x time Vector2 thisVelocity = _fighterRef.GetComponent<Rigidbody2D>().velocity; Vector2 otherVelocity = enemyRef.GetComponent<Rigidbody2D>().velocity; thisVelocity.y += 3; if (_slamSpeed != 0) { otherVelocity.y = _slamSpeed; thisVelocity.y = 4; if (otherVelocity.x > 0) otherVelocity.x += 4; else otherVelocity.x -= 4; } else { otherVelocity.y += 4f; } float thisGravity = _fighterRef.GetComponent<Rigidbody2D>().gravityScale; float otherGravity = enemyRef.GetComponent<Rigidbody2D>().gravityScale; _anim.speed = 0; _fighterRef.GetComponent<Rigidbody2D>().velocity = Vector2.zero; _fighterRef.GetComponent<Rigidbody2D>().gravityScale = 0; enemyRef.GetComponent<Rigidbody2D>().velocity = Vector2.zero; enemyRef.GetComponent<Rigidbody2D>().gravityScale = 0; yield return new WaitForSeconds(_hitstunFreezeTime); _anim.speed = 1; _fighterRef.GetComponent<Rigidbody2D>().velocity = thisVelocity; enemyRef.GetComponent<Rigidbody2D>().velocity = otherVelocity; _fighterRef.GetComponent<Rigidbody2D>().gravityScale = thisGravity; enemyRef.GetComponent<Rigidbody2D>().gravityScale = otherGravity; enemyRef.StartHitstunTimer(_hitstunTime); _fighterRef.InHitstunFreeze = false; enemyRef.InHitstunFreeze = false; }