public void HitGround(Collision2D col) { if (col.transform.position.y < this.transform.position.y) { InterruptAttack(); this.grounded = true; anim.SetBool("grounded", true); //cancel an aerial attack swinging = false; StopFalling(); StopWallSliding(); //cancel all of this if there's a meteor attack happening if (fc.inMeteor) { fc.LandMeteorBlade(col); } else if (fastFalling || terminalFalling) { if (terminalFalling) { cameraShaker.SmallShake(); } CreateDust(); if (HorizontalInput()) { anim.SetTrigger("roll"); } else { anim.SetTrigger("hardLand"); } CreateDust(); } } this.airJumps = maxAirJumps; //track if they're on a passthrough, one-way platform platformTouching = col.collider.gameObject; }