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Question by Kanonabe · May 31, 2021 at 01:41 PM · collisionrigidbody2daddforce

,Doesn't stop adding force to enemy

I want to add a little push back to my "Brawler" object when it collides with my player object. When it does hit the player it is pushed back, but after the push back it seems like it doesn't stop adding force. The enemy (brawler) will just keep jumping back and forth really quickly after collision. My code:

 public class BrawlerMovement : MonoBehaviour
 {
     Vector2 direction;
     float accuracy = 1f;
     Rigidbody2D enemyRigid;
     [SerializeField]
     float speed;
     Transform goal;
     bool playerHit;
     [SerializeField]
     float pushBack;
 
     void Start()
     {
         enemyRigid = this.GetComponent<Rigidbody2D>();
         goal = GameObject.FindGameObjectWithTag("Player").GetComponent<Rigidbody2D>().transform;
         bool playerHit = false;
     }
 
     // Update is called once per frame
     void Update()
     {
 
         toPlayer(); 
         
     }
 
     private void OnCollisionEnter2D(Collision2D collision)
     {
         playerHit = true;
         if (collision.gameObject.tag == "Player" && playerHit)
         {
             enemyRigid.AddForce(-direction * pushBack,ForceMode2D.Impulse);
             playerHit = false;
         }
     }
 
     //Metode som laver en vetor mellem Brawler objektet og spiller objektet
     //Den flytter så Brawleren hen mod spilleren
     void toPlayer()
     {
         direction = goal.transform.position - this.transform.position;
         print(direction);
         if (direction.magnitude > accuracy)
         {
             enemyRigid.transform.Translate(direction * speed * Time.fixedDeltaTime);
         }
 
     }
 }

 
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