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Question by gruffybears · Apr 28, 2014 at 03:20 PM · 2dphysicsknockback

[Unity 2D] Knockback in a 2D platformer

I'm trying to get my character to be knocked back by attacks from enemies. At the moment I have this:

 rigidbody2D.velocity = new Vector2 (0, 0);
         GetComponent<MovementScript> ().enabled = false;
 
         Vector3 EnemyDirection = ((transform.position.x - enemy.position.x)>0?rightvec:leftvec) + (Vector3.up);
         this.rigidbody2D.velocity = (EnemyDirection * force);
 
         Debug.Log (EnemyDirection);
 
         MyHealth--;
         GetComponent<MovementScript> ().enabled = true;

However my character goes straight up rather being knocked into a direction. Any suggestion why this might be?

Any help is much appreciated, thanks. :)

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avatar image Pyrian · Apr 28, 2014 at 04:09 PM 0
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I doubt that disabling and re-enabling a script within the same function is having the effect you desire. $$anonymous$$ost likely, this script is setting the velocity both horizontal and vertical, but your $$anonymous$$ovementScript is taking over the horizontal without any delay.

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Answer by ScriptingPaul · Apr 28, 2014 at 04:25 PM

Dunno if there is some helper class in unity but from maths.

Its actually Javacode but i think you get the idea what to calculate

 double radian = Math.toRadians(MathUtil.convertHeadingToDegree(effector.getHeading()));
 
 float x1 = (float) (Math.cos(radian) * meters);
 float y1 = (float) (Math.sin(radian) * meters);
 
 // new position
 float newX = effected.getX() + x1;
 float newY = effected.getX() + y1;
 
 // Update pos with new x,y
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