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Question by MiguelACZ · Jan 22, 2018 at 06:06 PM · c#collisioncharactercontroller

How to make 2d character stop moving after collision with a box collider?

I am trying to make an RPG style game (much like Pokemon) for a school competition. I am currently trying to get the movement down to work perfectly but I am facing a problem with box colliders. My character and sprite which I am using to test the box collision will rotate when contact is made. I have tried freezing position both on the x and y and freeze position on z (not that it will do much). I am trying to get the character to stop moving when it collides with a box collider. I do not know how to fix this i have tried several things any help would be great. Here is the code I am using for my characters movement. It is not my original code.

 using UnityEngine;
 using System.Collections;
 
 public class PlayerMovement : MonoBehaviour {
 
     Direction currentDir;
     Vector2 input;
     bool isMoving = false;
     Vector3 startPos;
     Vector3 endPos;
     float t;
 
     public Sprite northSprite;
     public Sprite eastSprite;
     public Sprite southSprite;
     public Sprite westSprite;
 
     public float walkSpeed = 3f;
 
     public bool isAllowedToMove = true;
 
     void Start()
     {
         isAllowedToMove = true;
     }
 
     void Update () { 
 
         if(!isMoving && isAllowedToMove)
         {
             input = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"));
             if (Mathf.Abs(input.x) > Mathf.Abs(input.y))
                 input.y = 0;
             else
                 input.x = 0;
 
             if(input != Vector2.zero)
             {
 
                 if(input.x < 0)
                 {
                     currentDir = Direction.West;
                 }
                 if(input.x > 0)
                 {
                     currentDir = Direction.East;
                 }
                 if(input.y < 0)
                 {
                     currentDir = Direction.South;
                 }
                 if (input.y > 0)
                 {
                     currentDir = Direction.North;
                 }
 
                 switch(currentDir)
                 {
                 case Direction.North:
                     gameObject.GetComponent<SpriteRenderer>().sprite = northSprite;
                     break;
                 case Direction.East:
                     gameObject.GetComponent<SpriteRenderer>().sprite = eastSprite;
                     break;
                 case Direction.South:
                     gameObject.GetComponent<SpriteRenderer>().sprite = southSprite;
                     break;
                 case Direction.West:
                     gameObject.GetComponent<SpriteRenderer>().sprite = westSprite;
                     break;
                 }
 
                 StartCoroutine(Move(transform));
             }
 
         }
 
     }
 
     public IEnumerator Move(Transform entity)
     {
         isMoving = true;
         startPos = entity.position;
         t = 0;
 
         endPos = new Vector3(startPos.x + System.Math.Sign(input.x), startPos.y + System.Math.Sign(input.y), startPos.z);
 
         while (t < 1f)
         {
             t += Time.deltaTime * walkSpeed;
             entity.position = Vector3.Lerp(startPos, endPos, t);
             yield return null;
         }
 
         isMoving = false;
         yield return 0;
     }
 }
 
 enum Direction
 {
     North,
     East,
     South,
     West
 }

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