// //Collision Goes Under Here // /// <summary> /// Number of Hits before being knocked to the ground /// </summary> private void OnTriggerEnter2D(Collider2D collision) { var other = collision.gameObject.tag; if (other == "LauncherAttack" && !inAir) { //Adjust enemy settings aiRef.FacePlayer(); aiHitRef.GravitySetting(juggleGravity); aiHitRef.KnockUp(launcherForce); // aiHitRef.FreezeTimeOnHit(freezeTimer); aiControlRef.HitStunned(true); //Adjust player settings playerHitRef.GravitySetting(juggleGravity); playerHitRef.KnockUp(launcherForce); playerAnimRef.SetBool("heavyAttacking", false); playerAnimRef.SetBool("heavyAttacking2", false); playerAnimRef.SetBool("isLaunching", false); aerialTimer = 0; } if (other == "LightAttack" && !inAir) { //Adjust enemy settings aiRef.FacePlayer(); aiHitRef.KnockBack(knockBackForce); aiControlRef.HitStunned(true); aiControlRef.TakeDamage(launcher); //Adjust Player settings // playerHitRef.KnockBack(knockBackForce); } if (other == "HeavyAttack" && !inAir) { //adjust enemy settings aiRef.FacePlayer(); aiHitRef.KnockBack(knockBackForce); aiControlRef.HitStunned(true); aiControlRef.TakeDamage(swordHit); //Adjust Player settings // playerHitRef.KnockBack(knockBackForce); } //When in the Air if (other == "LightAttack" && inAir) { aerialTimer = 0; ++aerialHitCounter; //Move the enemy aiRef.FacePlayer(); aiHitRef.KnockUp(airHitForce); //Apply Hitstun aiControlRef.HitStunned(true); //Move the player playerHitRef.KnockUp(airHitForce); } if (other == "HeavyAttack" && inAir) { aerialTimer = 0; ++aerialHitCounter; //Move the enemy aiRef.FacePlayer(); aiHitRef.KnockUp(airHitForce); //Apply hitstun aiControlRef.HitStunned(true); //Move the player playerHitRef.KnockUp(airHitForce); } }