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Question by Creative Inventory · Nov 21, 2015 at 12:52 PM · playeraddforcefreeze

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;
    }

 }
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