public void Hurt(int amount) { // Only hurt once invincibility runs out. if (_timeSinceHurt <= _invincibilityTime) { return; } _timeSinceHurt = 0; _hurtParticles.Play(); _screenShake.SetDuration(1); ChangeHealth(-amount); var newPosition = _respawnPoint.position; newPosition.z = 0; transform.position = newPosition; // Reset y velocity. _rb.velocity = Vector2.right * _rb.velocity.x; // Reset the player's jump count. _playerMovement.ResetJumps(); }