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Question by Connermarbut · May 05, 2020 at 02:58 PM · playerif-statementsdetectioncollision2dbool

Enemy ignoring script

I have it set where if the enemy script, named NPC, enters the players collider, which I have set to a trigger, then they stop, but only if the bool function "hiding" is set to true. Though they seem to just ignore the if statement requiring the bool to be true. I do not receive any errors, it just simply ignores that aspect of the script

here's the Player script

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Player : MonoBehaviour
 {
     private Rigidbody2D rb;
     public float speed;
     public bool hiding;
 
     public Collider2D collidHide;
     public SpriteRenderer sprite;
 
     void Start()
     {
         rb = GetComponent<Rigidbody2D>();
     }
     
     
     void Update()
     {
         hiding = false;
         if (Input.GetKey(KeyCode.D))
         {
             rb.velocity = new Vector2(speed, rb.velocity.y);
         }
 
         if (Input.GetKey(KeyCode.A))
         {
             rb.velocity = new Vector2(-speed, rb.velocity.y);
         }
     }
 
 
     private void OnTriggerStay2D(Collider2D collision)
     {
         if (collision.gameObject.tag == "DoorOpened")
         {
             if (Input.GetKey(KeyCode.W))
             {
                 hiding = true;
                 collidHide.GetComponent<Collider2D>().enabled = false;
                 sprite.GetComponent<SpriteRenderer>().enabled = false;
                 speed = 0;
                 rb.velocity = new Vector2(0, rb.velocity.y);
             }
             if (Input.GetKey(KeyCode.S))
             {
                 hiding = false;
                 collidHide.GetComponent<Collider2D>().enabled = true;
                 sprite.GetComponent<SpriteRenderer>().enabled = true;
                 speed = 4;
                
 
             }
         }
 
         if (collision.gameObject.tag == "DoorClosed")
         {
             if (Input.GetKey(KeyCode.W))
             {
             Debug.Log("Closed!!");
             }
         }
 
         if (collision.gameObject.tag == "NPC")
         {
             if (!hiding) 
             {
             speed = 0;
             rb.velocity = new Vector2(0, rb.velocity.y);
             }
         }
 
         if (hiding)
         {
             if (Input.GetKey(KeyCode.S))
             {
                 hiding = false;
                 collidHide.GetComponent<Collider2D>().enabled = true;
                 sprite.GetComponent<SpriteRenderer>().enabled = true;
                 speed = 4;
 
 
             }
         }
 
     }
 
     
 }
 

and the NPC script

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class NPC : MonoBehaviour
 {
     public int damage = 1;
     public float speed;
     public GameObject effect;
     public GameObject player;
    
 
     private void Update()
     {
         transform.Translate(Vector2.left * speed * Time.deltaTime);
     }
 
     void OnTriggerEnter2D(Collider2D other)
     {
         if (other.CompareTag("Player"))
         {   if (player.GetComponent<Player>().hiding)
             {
                 Debug.Log("Nothing here!");
             }
         else
             {
             StartCoroutine(Caught());
 
             }
         }
     }
 
 
 
     IEnumerator Caught()
     {
        
         Debug.Log("surprised!");
         speed = 0f;
         yield return new WaitForSeconds(5);
         
     }
 }
 





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Answer by sath · May 05, 2020 at 03:35 PM

the problem is at start of the Update >> hiding = false;

Move it to OnTriggerExit2D

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