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Question by LeoneNoel · Dec 08, 2020 at 03:49 PM · unity 2drespawn

When player respawn, enemy cant hit player

Here my enemy hitBox script

 public class HitBoxCheck : MonoBehaviour
 {
     public int damage;
     private CharacterController2D player; 
     private void OnTriggerEnter2D(Collider2D collision)
     {
         if (collision.gameObject.tag==("Player"))
         {
             Debug.Log(collision.name);
             CharacterController2D player = collision.GetComponent<CharacterController2D>();          
             player.TakeDamage(damage);
         }
     } 
 }

Here enemy script

 using System;
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 
 public class Enemy_behaviour : MonoBehaviour
 {
 
     #region Public Variables
    
     public float attackDistance; //Minimum distance for attack
     public float moveSpeed;
     public float timer; //Timer for cooldown between attacks
     public Transform leftLimit;
     public Transform rightLimit;
     [HideInInspector]public Transform target;
     [HideInInspector]public bool inRange; //Check if Player is in range
     public GameObject hotZone;
     public GameObject triggerArea;
     public GameObject hitBox;
     public int health = 100;
     #endregion
 
     #region Private Variables
     private Animator anim;
     private float distance; //Store the distance b/w enemy and player
     private bool attackMode;  
     private bool cooling; //Check if Enemy is cooling after attack
     private float intTimer;
     #endregion
 
     void Awake()
     {
         SelectTarget();
         intTimer = timer; //Store the inital value of timer
         anim = GetComponent<Animator>();
     }
 
     void Update()
     {
         if(!attackMode)
         {
             Move();
         }
 
         if(!InsideofLimit()&&!inRange&&!anim.GetCurrentAnimatorStateInfo(0).IsName("attack"))
         {
             SelectTarget();
         }
 
         if (inRange)
         {
             EnemyLogic();
         }
     }
 
     void EnemyLogic()
     {
         distance = Vector2.Distance(transform.position, target.position);
 
         if (distance > attackDistance)
         {
             StopAttack();
         }
         else if (attackDistance >= distance && cooling == false)
         {
             Attack();
         }
 
         if (cooling)
         {
             Cooldown();
             anim.SetBool("Attack", false);
         }
     }
 
     void Move()
     {
 
 
         if (!anim.GetCurrentAnimatorStateInfo(0).IsName("attack"))
         {
             Vector2 targetPosition = new Vector2(target.position.x, transform.position.y);
 
             transform.position = Vector2.MoveTowards(transform.position, targetPosition, moveSpeed * Time.deltaTime);
         }
     }
 
     void Attack()
     {
         timer = intTimer; //Reset Timer when Player enter Attack Range
         attackMode = true; //To check if Enemy can still attack or not
 
 
         anim.SetBool("Attack", true);
     }
 
     void Cooldown()
     {
         timer -= Time.deltaTime;
 
         if (timer <= 0 && cooling && attackMode)
         {
             cooling = false;
             timer = intTimer;
         }
     }
     void StopAttack()
     {
         cooling = false;
         attackMode = false;
         anim.SetBool("Attack", false);
     }
     public void TriggerCooling()
     {
         cooling = true;
     }
     private bool InsideofLimit()
     {
         return transform.position.x > leftLimit.position.x && transform.position.x < rightLimit.position.x;
     }
     public void SelectTarget()
     {
         float distanceToLeft = Vector2.Distance(transform.position, leftLimit.position);
         float distanceToRight = Vector2.Distance(transform.position, rightLimit.position);
 
         if( distanceToLeft > distanceToRight )
         {
             target = leftLimit;
         }
         else
         {
             target = rightLimit;
         }
 
         Flip();
     }
     public void Flip()
     {
         Vector3 rotation = transform.eulerAngles;
         if (transform.position.x > target.position.x)
         {
             rotation.y = 180f;
         }
         else
             rotation.y = 0f;
 
         transform.eulerAngles = rotation;
     }
 
     ///Brackey
 
     public void TakeDamage (int damage)
     {
         health -= damage;
 
         anim.SetTrigger("damaged");
   
         if (health<=0)
         {
    
             anim.SetBool("Death", true);
             GetComponent<Collider2D>().enabled = false;
             this.enabled = false;
 
             //Destroy(gameObject, anim.GetCurrentAnimatorStateInfo(0).length);
         }
     }
 }
 

And player controller

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.Events;
 using UnityEngine.SceneManagement;
 
 public class CharacterController2D : MonoBehaviour
 {
     //Invul
     Renderer rend;
     Color c;
     bool isHurting;
     Rigidbody2D rb;
     //Invul end
 
     [SerializeField] private float m_JumpForce = 400f;                          // Amount of force added when the player jumps.
     [Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f;          // Amount of maxSpeed applied to crouching movement. 1 = 100%
     [Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f;  // How much to smooth out the movement
     [SerializeField] private bool m_AirControl = false;                         // Whether or not a player can steer while jumping;
     [SerializeField] private LayerMask m_WhatIsGround;                          // A mask determining what is ground to the character
     [SerializeField] private Transform m_GroundCheck;                           // A position marking where to check if the player is grounded.
     [SerializeField] private Transform m_CeilingCheck;                          // A position marking where to check for ceilings
     [SerializeField] private Collider2D m_CrouchDisableCollider;                // A collider that will be disabled when crouching
 
     const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
     private bool m_Grounded;            // Whether or not the player is grounded.
     const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up
     private Rigidbody2D m_Rigidbody2D;
     private bool m_FacingRight = true;  // For determining which way the player is currently facing.
     private Vector3 m_Velocity = Vector3.zero;
 
     [Header("Events")]
     [Space]
 
     public UnityEvent OnLandEvent;
 
     [System.Serializable]
     public class BoolEvent : UnityEvent<bool> { }
 
     public BoolEvent OnCrouchEvent;
     private bool m_wasCrouching = false;
 
     //HealthBar
     //XXXXXXXXXXXXXXXXX
     public int maxHealth = 100;
     public int currentHealth;
 
     public HealthBar healthBar;
 
     void Start()
     {
         currentHealth = maxHealth;
         healthBar.SetMaxHealth(maxHealth);
         rb = GetComponent<Rigidbody2D>();
         //Invulnerable
         rend = GetComponent<Renderer>();
         c = rend.material.color;
     }
 
     public void TakeDamage (int damage)
     {
         currentHealth -= damage;
         StartCoroutine("GetInvulnerable");
         StartCoroutine("Hurt");
         healthBar.SetHealth(currentHealth);
 
         if(currentHealth<=0)
         {
             Destroy(gameObject);
             SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
     
         }
     }
 
 
     IEnumerator GetInvulnerable()
     {
         Physics2D.IgnoreLayerCollision(8, 14, true);
         c.a = 0.5f;
         rend.material.color = c;
         yield return new WaitForSeconds(2f);
         Physics2D.IgnoreLayerCollision(8, 14, false);
         c.a = 1f;
         rend.material.color = c;
     }
 
     IEnumerator Hurt()
     {
         isHurting = true;
         rb.velocity = Vector2.zero;
 
         if (m_FacingRight)
             rb.AddForce(new Vector2(-200f, 200f));
         else
             rb.AddForce(new Vector2(200f, 200f));
 
         yield return new WaitForSeconds(0.5f);
 
         isHurting = false;
     }
     //XXXXXXXXXXXXXXXXXXXXXXX
     //End health bar
     private void Awake()
     {
         m_Rigidbody2D = GetComponent<Rigidbody2D>();
 
         if (OnLandEvent == null)
             OnLandEvent = new UnityEvent();
 
         if (OnCrouchEvent == null)
             OnCrouchEvent = new BoolEvent();
     }
 
     private void FixedUpdate()
     {
         void FixedUpdate()
         {
             if (!isHurting)
                 rb.velocity = new Vector2(m_JumpForce, rb.velocity.y);
         }
 
         bool wasGrounded = m_Grounded;
         m_Grounded = false;
 
         // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
         // This can be done using layers instead but Sample Assets will not overwrite your project settings.
         Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
         for (int i = 0; i < colliders.Length; i++)
         {
             if (colliders[i].gameObject != gameObject)
             {
                 m_Grounded = true;
                 if (!wasGrounded)
                     OnLandEvent.Invoke();
             }
         }
     }
 
 
     public void Move(float move, bool crouch, bool jump)
     {
         // If crouching, check to see if the character can stand up
         if (!crouch)
         {
             // If the character has a ceiling preventing them from standing up, keep them crouching
             if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
             {
                 crouch = true;
             }
         }
 
         //only control the player if grounded or airControl is turned on
         if (m_Grounded || m_AirControl)
         {
 
             // If crouching
             if (crouch)
             {
                 if (!m_wasCrouching)
                 {
                     m_wasCrouching = true;
                     OnCrouchEvent.Invoke(true);
                 }
 
                 // Reduce the speed by the crouchSpeed multiplier
                 move *= m_CrouchSpeed;
 
                 // Disable one of the colliders when crouching
                 if (m_CrouchDisableCollider != null)
                     m_CrouchDisableCollider.enabled = false;
             }
             else
             {
                 // Enable the collider when not crouching
                 if (m_CrouchDisableCollider != null)
                     m_CrouchDisableCollider.enabled = true;
 
                 if (m_wasCrouching)
                 {
                     m_wasCrouching = false;
                     OnCrouchEvent.Invoke(false);
                 }
             }
 
             // Move the character by finding the target velocity
             Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
             // And then smoothing it out and applying it to the character
             m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing);
 
             // If the input is moving the player right and the player is facing left...
             if (move > 0 && !m_FacingRight)
             {
                 // ... flip the player.
                 Flip();
             }
             // Otherwise if the input is moving the player left and the player is facing right...
             else if (move < 0 && m_FacingRight)
             {
                 // ... flip the player.
                 Flip();
             }
         }
         // If the player should jump...
         if (m_Grounded && jump)
         {
             // Add a vertical force to the player.
             m_Grounded = true;
             m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
         }
     }
 
 
     private void Flip()
     {
         // Switch the way the player is labelled as facing.
         m_FacingRight = !m_FacingRight;
 
         // Multiply the player's x local scale by -1.
         transform.Rotate(0f, 180f, 0f);
 
     }
 
 
 }


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