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Question by Creative Inventory · Dec 20, 2015 at 01:17 PM · c#y-axisknockback

knockback player along the Y-axis

I don't think the Y-axis for my code is working. Iv'e tried increasing the yForceToAdd and the localScale.y but (when I collide with the object that has this script attached to it) my player only goes (when I collide at the top of the object) X=1, Y=1 or X=-1, Y=1 and not X=0, Y=1 as well. the same problem with the bottom of my object X=0, Y=-1 doesn't seem to work either. can someone help with this problem? so basically:

  1. when player collides with object, player should get knock back

  2. depending on where the player hits I want the script to calculate the player's direction when it bounces off the object

  3. The script does that, but the Y-axis is not working properly

  4. when the player hits the center of the objects box collider the player is sent of diagonally not straight forward

  5. I want (when my player hit the center on the box collider) my player to go straight forward.

    public float xForceToAdd;

    public float yForceToAdd;

    void OnTriggerEnter2D(Collider2D other) {

    if (other.gameObject.tag == "Player")

    {

       //Store the vector 2 of the location where the initial hit happened;
    
         Vector2 initialHitPoint = new Vector2 (other.gameObject.transform.position.x, other.gameObject.transform.position.y);
    
           float xForce = 0;
    
           float yForce = 0;
    
          //Grab our collided with objects rigibody
    
          Rigidbody2D rigidForForce = other.gameObject.GetComponent<Rigidbody2D>();
    
          //Determine left right center of X hit
    
        if (initialHitPoint.x > (this.transform.position.x + (this.transform.localScale.x /3)))
    
        {
    
           xForce = 1;
    
         }
    
        else if (initialHitPoint.x < (this.transform.position.x - (this.transform.localScale.x /3)))
    
          {
    
           xForce = -1;
    
           } 
    
           else
    
          {
    
           xForce = 0;
    
           }
    
           if (initialHitPoint.y > (this.transform.position.y + (this.transform.localScale.y /3)))
    
           { 
    
            yForce = 1;
    
           }
    
           else if (initialHitPoint.y < (this.transform.position.y - (this.transform.localScale.y /3)))
    
            { 
    
           yForce = -1;
    
            }
    
         else
    
           { 
    
           yForce = 0;
    
            }
    
         rigidForForce.velocity = new Vector2(xForce * xForceToAdd, yForce * yForceToAdd);
    
            }
      }
    
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