private bool _check_is_grounded() { foreach (RayCast2D raycast in Raycasts.GetChildren()) { if (raycast.IsColliding()) { Godot.Object myCollider = raycast.GetCollider(); if (myCollider.GetType() != typeof(Godot.TileMap)) {//GD.Print("Ray collided with: "+ myCollider.GetType()); //Only kill if we haven't been hit before if (hitstun == 0) { myCollider.Set("DEAD", true); } } return(true); } } return(false); }