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Question by Bairne · Oct 23, 2017 at 09:44 AM · disableweaponenableenemyaiweapon system

2D Boomerang Style Weapon

So i've been trying to make a weapon that essentially behaves like a boomerang, being launched from the player and then returning to them.

So far i've been using:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class FollowerBoomerang : MonoBehaviour {
 
     public float speed = 10;
     bool returning = false;
 
     private Transform playertrans;
     float boomerangTimer;
 
 
 
 
     void OnEnable(){
 
         playertrans = GameObject.Find ("Player").transform;
         boomerangTimer = 0.0f;
     }
     // Update is called once per frame
     void Update () {
 
 
         boomerangTimer += Time.deltaTime;
 
         if (boomerangTimer >= 1f) {
             returning = true;
         }
 
         if (!returning) {
 
             transform.Translate (Vector2.right * speed * Time.deltaTime);
         } else {
             transform.right = playertrans.position - transform.position;
             transform.Translate (Vector2.right * speed * Time.deltaTime);
 
         }
 
 
 
 
     }
     void OnTriggerEnter2D(Collider2D other){
         if (other.tag == "Player") {
             speed = 0;
         }
         if (other.tag == "Enemy") {
             returning = true;
         }
     }
 }

Which works great in a singular format, aka destroying the boomerang and spawning another.

What I want is for the boomerang to never need to be destroyed, and simply for it to return to an idle state that can then be fired again.

The issue I have is that upon returning to the player, the boomerang glitches out, moving uncontrollably and refusing to fire again, even if the code is enabled/disabled.

If anyone could advise me on how to fix this / improve the concept that would be great!

Thank you in advance

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Answer by ellibook7 · Mar 01, 2019 at 10:54 PM

Hi @Bairne i know this is an old post but did you find a solution? :)

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