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Question by supermon555 · Jan 13, 2018 at 02:24 PM · 2d gamerpg-game

How to make my player knockback when player collision with enemy?My game is 4 direction movement.

This is my code

using System.Collections; using UnityEngine;

public class PlayerController : MonoBehaviour {

 public float moveSpeed;

 private Animator anim;
 private Rigidbody2D myRigibody2D;

 private bool playerMoving;
 public Vector2 lastMove;



 private static bool playerExists;

 void Start () {
     anim = GetComponent<Animator> ();
     myRigibody2D = GetComponent<Rigidbody2D> ();

     if (!playerExists) {
         playerExists = true;
         DontDestroyOnLoad (transform.gameObject);
     } else {
         Destroy (gameObject);
     }


 }
 
 // Update is called once per frame
 void Update () {

     playerMoving = false;

     if (Input.GetAxisRaw ("Horizontal") > 0.5f || Input.GetAxisRaw ("Horizontal") < -0.5f) {
         //transform.Translate (new Vector3 (Input.GetAxisRaw ("Horizontal") * moveSpeed * Time.deltaTime, 0f, 0f));
         myRigibody2D.velocity = new Vector2(Input.GetAxisRaw("Horizontal") * moveSpeed, myRigibody2D.velocity.y);
         playerMoving = true;
         lastMove = new Vector2 (Input.GetAxisRaw ("Horizontal"), 0f);
     }
     {
         if (Input.GetAxisRaw ("Vertical") > 0.5f || Input.GetAxisRaw ("Vertical") < -0.5f) {
             //transform.Translate (new Vector3 (0f,Input.GetAxisRaw ("Vertical") * moveSpeed * Time.deltaTime, 0f));
             myRigibody2D.velocity = new Vector2(myRigibody2D.velocity.x,Input.GetAxisRaw("Vertical") * moveSpeed);
             playerMoving = true;
             lastMove = new Vector2(0f,Input.GetAxisRaw ("Vertical"));
             }
         if(Input.GetAxisRaw("Horizontal") < 0.5f && Input.GetAxisRaw ("Horizontal") > -0.5f)
         {
             myRigibody2D.velocity = new Vector2(0f, myRigibody2D.velocity.y); 
         }

         if (Input.GetAxisRaw ("Vertical") < 0.5f && Input.GetAxisRaw ("Vertical") > -0.5f)
         {
             myRigibody2D.velocity = new Vector2(myRigibody2D.velocity.x,0f); 
         }


         anim.SetFloat ("MoveX", Input.GetAxisRaw ("Horizontal"));
         anim.SetFloat ("MoveY", Input.GetAxisRaw ("Vertical"));
         anim.SetBool ("PlayerMoving", playerMoving);
         anim.SetFloat ("LastMoveX", lastMove.x);
         anim.SetFloat ("LastMoveY", lastMove.y);
     }
 }

}

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Answer by ransomink · Jan 15, 2018 at 12:40 AM

Why use transform.gameObject for DontDestroyOnLoad(), then use gameObject for Destroy(), no need for using transform. Also, you call Input.GetAxisRaw() 14 times in Update(), that's bad. You need to cache the inputs at the beginning and use those local variables.

 var hor = Input.GetAxisRaw("Horizontal");
 var ver = Input.GetAxisRaw("Vertical");


Input.GetAxisRaw() does not have smoothed input, its value is either -1, 0, or 1. You only need to check if the player is not moving.

 if (hor != 0 || ver != 0 )
 {
     playerMoving = true;
 }


Another issue is seting lastMove, you do it twice, and when you set it the second time (for the vertical input) you're overriding the horizontal input by setting it to 0. This should be done only once using both inputs and at the end of the loop.


Besides that, you're moving the rigidbody separately on its horizontal and vertical axis when you should do it at the same time. This will eliminate all of your duplicate code.

 if (hor != 0 || ver != 0 )
 {
     playerMoving = true;
     hor *= moveSpeed;
     ver *= moveSpeed;
 }
         
 myRigidbody2D.velocity.Set( hor, ver );
 lastMove = myRigidbody2D.velocity;


Now to get to your point, you need to use the position of the enemy and the player to find the distance. Normalize that position to get a direction.

 // This gives you the direction. Now you can knockback however you want using this
 var dir = enemyPosition - playerPosition.normalized;

Finally, add force or move your enemy based on that position. This should be done from the enemy gameobject...

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