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Question by ExcellS23 · Jan 12, 2016 at 12:22 PM · 2d game2d-physics2d-gameplay

2D Collision Problems...

Hey guys, I am have an issue with my fighting game. I am trying to get the enemy to pick a "Death Sequence" contingent upon his Collider colliding with the players "HitBox" and if he is on the left or right. I used Mecanim to activate and deactivate the players HitBox upon animation keys and I can visually see when it happens. My problem is that it only activates the Animator and doesn't read the rest. The enemy has a RigidBody 2D and I have verified that his tag does say "Enemy". The HitBox has a BoxCollider2d and is a Trigger.

 public class PlayerHitBox : MonoBehaviour {
     private int randomNumber1;
     private int randomNumber2;
 
         void Update(){
         randomNumber2 = Random.Range (2, 4); 
         randomNumber1 = Random.Range (0, 2);  //just an example.
     }
 
 
 
     public void OnTriggerEnter2D(Collider2D other){
             
             if (other.gameObject.tag == "Enemy") {
                 if (other.gameObject.GetComponent<EnemyMoveScript>()._isonLeft == true) {
                     other.gameObject.GetComponent<EnemyHealth>().DeathSequences(randomNumber1);
                     
                 }
             else if (other.gameObject.GetComponent<EnemyMoveScript>()._isonLeft == false) {
                 other.gameObject.GetComponent<EnemyHealth>().DeathSequences(randomNumber2);
                 }
                 
             }
         }
 }

 public void DeathSequences(int deathNum){ // on enemy script 
 
         switch (deathNum){
                     
         case 0:     
                     rb.AddForce(new Vector2 (1,1) * kbForce);  //when striking an enemy on the right.
                     this.transform.Rotate(Vector3.forward, -rotateSpeed * Time.deltaTime) ;
                     em._defeated = true;
                     anim.SetBool("flyback1", true);
                     break;
     
         case 1:     rb.AddForce(new Vector2 (1,0) * kbForce); //from the right
                     anim.SetBool ("dead3", true);
                     break;

I have tried to just create a method on the enemy that takes in values that update Addforce in FixedUpdate, but that doesn't help either. Not sure where to go with this...

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