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Question by osdosd · Dec 14, 2021 at 11:46 PM · 2dbeginnerhitbox

Multiple hotboxes are activated

I am a beginner to Unity and have many questions! In my game when I move at a diagonal angle it activates multiple hit boxes. How do I stop this?

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avatar image Marioooo · Dec 15, 2021 at 12:29 PM 0
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Theres no enough information to help you on this... can you post some images, a goal or some context?

avatar image osdosd · Dec 16, 2021 at 02:30 AM 0
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I have a 2d top down game. I can move around and attack just fine; when I'm moving left the left attack animation plays when I attack. But, I have a system when I attack, say, I'm facing up, the up hit box is activated and then deactivated when I stop moving. But the problem is that when I move at an angle, all of the hotboxes become active.

Below is an image of what happens: alt text

screen-shot-2021-12-15-at-92902-pm.png (150.0 kB)
avatar image Marioooo osdosd · Dec 16, 2021 at 03:08 PM 0
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this seems like a coding problem... can you post you character controller?

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Answer by osdosd · Dec 16, 2021 at 10:49 PM

Sure! Here it is:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public enum PlayerState
 {
     walk,
     attack,
     interact
 }
 
 public class PlayerMovement : MonoBehaviour
 {
     public PlayerState currentState;
     public float moveSpeed;
     public Rigidbody2D rb;
     public Animator anim;
     private Vector2 moveDirection;
     private Vector2 lastMoveDirection;
 
     
 
 
     void Start()
     {
         currentState = PlayerState.walk;
 
         // anim = GetComponent<Animator>();
         // rb = GetComponent<Rigidbody2D>();
     }
 
     void Update()
     {
         ProcessInputs();
     }
 
     void ProcessInputs()
     {
         // Gets directional input
 
         float moveX = Input.GetAxisRaw("Horizontal");
         float moveY = Input.GetAxisRaw("Vertical");
 
         // Sets the lastMoveDirection to moveDirection when movement stops
 
         if((moveX == 0 && moveY == 0) && moveDirection.x != 0 || moveDirection.y != 0)
             {
                 lastMoveDirection = moveDirection;
             }
 
         // Checks if the "attack" button is pressed (space) and starts the coroutine if so
 
         if(Input.GetButtonDown("attack") && currentState != PlayerState.attack)
         {
             StartCoroutine(AttackCo());
         }
 
             // Moves and animates the character if the currentState is walking
 
             else if(currentState == PlayerState.walk)
             {
                 Move();
                 Animate();
             }
 
 
 // Sets "isMoving" to be True or False
 
             if(moveX != 0 || moveY != 0)
         {
             anim.SetBool("isMoving", true);
         }
 
             else
             {
                 anim.SetBool("isMoving", false);
             }
 
         moveDirection = new Vector2(moveX, moveY).normalized;
     }
 
 // Move
     void Move() 
     {
         rb.velocity = new Vector2(moveDirection.x * moveSpeed, moveDirection.y * moveSpeed);
     }
 
 
 // Animate
     void Animate()
     {
         anim.SetFloat("AnimMoveX", moveDirection.x);
         anim.SetFloat("AnimMoveY", moveDirection.y);
         anim.SetFloat("AnimMoveMagnitude", moveDirection.magnitude);
         anim.SetFloat("AnimLastMoveX", lastMoveDirection.x);
         anim.SetFloat("AnimLastMoveY", lastMoveDirection.y);
     }
 
 
 // Attack Coroutine
     private IEnumerator AttackCo()
     {
         anim.SetBool("Attacking", true);
         currentState = PlayerState.attack;
         yield return null;
         anim.SetBool("Attacking", false);
         yield return new WaitForSeconds(.3f);
         currentState = PlayerState.walk;
     }
 
 }
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