// call this sustained. public void SnapToSnapPosition(Vector2 pos, bool _snapping) { if (_snapping) { snappedToPosition = true; controller.Snap(pos); } else { controller.StopSnapBraking("SnapToSnapPosition"); } }
protected void Hit() { //Debug.Log("Hit registered at " + Time.time); Rigidbody2D KoRB2D = Ko.GetComponent <Rigidbody2D>(); KoRB2D.AddForce((hitImpulseBasePower + originalDistanceToKo) * toKo, ForceMode2D.Impulse); Vector2 v2 = new Vector2(-toKo.x, -toKo.y); rb2d.AddForceAtPosition((hitImpulseBasePower + originalDistanceToKo) * v2 * 10, rb2d.position + Vector2.down * .1f, ForceMode2D.Impulse); resetTimer.Start(); //Debug.LogError("should stop now."); controller.Freeze(.5f); hit = true; sawKo = false; controller.StopSnapBraking("BodySlamEffect"); audioSource.Play(); Finale(); }