/// <summary> /// take damage and get more beat up /// </summary> public void TakeDamage(Vector2 knockbackForce) { if (invincibilityCooldownElapsed > DamageCooldownTime) { invincibilityCooldownElapsed = 0f; takenDamage++; if (takenDamage >= DamageSprites.Length) { LoadHintScene(); } else // actually take the damage { CrashSfx.Play(); CamJitter.JitterForDuration(CamJitterDuration); this.myRigidbody.AddForce(knockbackForce); DamageSprites[takenDamage - 1].gameObject.SetActive(false); DamageSprites[takenDamage].gameObject.SetActive(true); } } else { Debug.Log("still invincible"); } }