How do I slow down player movement after OnTriggerEnter
Hi, I have two script attached to my player. My first script is a AddForce script that pushes my player after OnTriggerEnter2D is called, I attached it to a tagged object . My second script is my player movement script that allows my to control my player by mouse click, the script also has a function where IEnumerator OnTriggerEnter2D is called after collision that freezes my player after 0.1 seconds. It works but the only problem is, is that after it collider with a object my player is pushed but it looks like its being teleported. How do I slow down the movement of my player after it collides with my object so that it does't looks like its being teleported.
Here is my player movement script: 
  using UnityEngine;
  using System.Collections;
        public class Playermovement : MonoBehaviour {
 
         public float speed = 15f;
         private Vector3 target; 
 
 void Start () {
     target = transform.position;
 }
 
 void Update () {
     if (Input.GetMouseButtonDown (0)) {
         target = Camera.main.ScreenToWorldPoint (Input.mousePosition);
         target.z = transform.position.z;
     }
         transform.position = Vector3.MoveTowards (transform.position, target, speed * Time.deltaTime);
 }
 IEnumerator OnTriggerEnter2D(Collider2D other) {
     if (other.tag == "Bouncy object")
             
     playerMovementRef.enabled = true;
     yield return new WaitForSeconds(0.1f);
             
     playerMovementRef.enabled = false;
     yield return new WaitForSeconds(0.1f);
     playerMovementRef.enabled = false;
              }
       }
And here is my AddForce script attached to my object:
  using UnityEngine;
  using System.Collections;
  public class Bounce : MonoBehaviour {
  void OnTriggerEnter2D(Collider2D other) {
     if (other.tag == "Bouncy object")
         GetComponent<Rigidbody2D> ().AddForce (transform.right * 280, ForceMode2D.Impulse);
 }
 void OnTriggerExit2D(Collider2D other)
 {
     if (other.tag == "Bouncy object")
         GetComponent<Rigidbody2D> ().constraints = RigidbodyConstraints2D.FreezeAll;
    }
 }
Your answer
 
 
              koobas.hobune.stream
koobas.hobune.stream 
                       
                
                       
			     
			 
                