using System.Collections; using System.Collections.Generic; using UnityEngine; public class EnemyHeavy : EnemyBase { public bool movingLeft = false; internal override bool isPressingCrouch() => false; internal override bool isPressDownJump() => false; internal override bool isPressingLeft() => movingLeft; internal override bool isPressingRight() => !movingLeft; //internal override void OnUpdate() { // bool shouldTurn = false; // if (Mathf.Abs(rb.velocity.x) > 0.001f && (rb.velocity.x > 0 == movingLeft)) shouldTurn = true; // if (shouldTurn) movingLeft = !movingLeft; //} public float knockbackForceH = 30f, knockbackForceV = 15f; internal override void OnHitEnemy(Collision2D collision) { int face = collision.transform.position.x < transform.position.x ? 1 : -1; rb.velocity = new Vector2(face * knockbackForceH, knockbackForceV); } }