private void OnCollisionStay(Collision col) { //If a player doesn't hit you ignore it if (!col.gameObject.name.Contains("Player")) { return; } Player otherPlayer = col.gameObject.GetComponent <Player>(); //If the player that hit you is punching teleport you down if (otherPlayer.punching) { PlayerML ml = GetComponent <PlayerML>(); if (blocking) { if (ml) { // ml.reward += 0.8f; } otherPlayer.recoverTime = recoverReset * 3; otherPlayer.animationTime = 0; otherPlayer.punching = false; GetComponent <Rigidbody>().velocity = Vector3.zero; PAM.PlayBlock(); blockParticle.PlayParticle(); } else { if (dead) { return; } deathParticle.PlayParticles(); if (ml) { //ml.reward -= 0.8f; } //Increase the amount of kills the player has col.gameObject.GetComponent <Player>().kills++; transform.position += Vector3.down * 10; ResetCamera(col.gameObject, -1); dead = true; otherPlayer.PAM.PlayHit(); PAM.PlayDeath(); } } }