I realized that I wanted to make some quality of life changes to the game for better playability.
- You gain a dash charge when you take damage. This makes it much less likely that you get into a situation where you just get stuck taking damage over and over, and it also allows for interesting game mechanics such as intentionally taking damage so you can reach an area otherwise inaccessible.
- In its previous state, if you took damage you lost control of your character for .25 seconds and then you could immediately be damaged again, giving you the possibility of being stun locked until death. I added an immunity phase immediately after taking damage for another .25 seconds so that you have a chance to dash away to safety.
- Enemy OnTriggerEnter2D to OnTriggerStay2D for dealing damage. The reasoning behind this is that it would be possible to sit inside of an enemy without taking damage because most everything is run with trigger colliders because they are more efficient and I don't need to detect actual collisions on most things. This makes it look more accurate, because when you come out of the immunity state, you immediately get kicked out of whatever you are hiding in.