private void OnCollisionEnter2D(Collision2D collision) { if (collision.collider.tag == "Player") { if (!playerHealthSystem.touchedToEnemy) // not touched or touchTime is still counting { playerHealthSystem.touchedToEnemy = true; playerHealthSystem.TakeDamage(touchDamage); attackDirection = transform.position - collision.transform.position; attackDirection = -attackDirection; if (attackDirection.x > 0) //These are setting hurt vectors { attackDirection.x = 1; } else if (attackDirection.x < 0) { attackDirection.x = -1; } attackDirection.y = 1; hurtForceTimeCounter = hurtForceTime; playerObject.GetComponent <HurtForceVariables>().inHurtForce = true; } } }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.CompareTag("Player")) { playerHealthSystem.TakeDamage(damage); attackDirection = transform.position - collision.transform.position; attackDirection.Normalize(); attackDirection = -attackDirection; if (attackDirection.x > 0) { attackDirection.x = 1; } else if (attackDirection.x < 0) { attackDirection.x = -1; } hurtForceTimeCounter = hurtForceTime; } }