public void Shocked() { Collider.enabled = false; ThisTransform.position = new Vector3(ThisTransform.position.x, ThisTransform.position.y, 0.0f); ScoreManager.UpdateScores(PointValue); ThisTransform.GetComponent <Rigidbody2D>().gravityScale = Mathf.Abs(ThisTransform.GetComponent <Rigidbody2D>().gravityScale - 1); switch (ThisTransform.name) { case "Imp One": case "Imp Two": GetComponent <FlyingEnemyMove>().enabled = false; break; case "Skeleton": GetComponent <SkeletonMove>().StopEverything(); GetComponent <SkeletonMove>().enabled = false; break; case "Short Range Knight": GetComponent <ShortKnightMove>().StopEverything(); GetComponent <ShortKnightMove>().enabled = false; break; case "Long Range Knight": GetComponent <LongKnightMove>().StopEverything(); GetComponent <LongKnightMove>().enabled = false; break; } ThisTransform.GetComponent <EnemyDeath>().enabled = false; ThisTransform.GetComponent <Animator>().enabled = false; GetComponent <AudioSource>().PlayOneShot(Impact); ThisTransform.GetComponent <SpriteRenderer>().sprite = DeathSprite; ThisTransform.localScale = new Vector3(ThisTransform.localScale.x, ThisTransform.localScale.y / 2, ThisTransform.localScale.z); StartCoroutine(Fade.FadingOut(GetComponent <SpriteRenderer>(), FadeOutTime)); }