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Question by RemDust · Aug 28, 2015 at 05:07 PM · rigidbody2dtriggersknockback

Knockback, Trigger and rigidbody

Hey Guys, here is my problem : I have a script "Damage" on my enemies (and eventually on my player to use the same code when he'll be able to attack).

I'm able to apply a force on he's rigidbody to knock him back, but just after the "push" my control are not disabled and so I can modify the knockback movement too much, even avoid it if I keep "moving forward" on the ennemi. Basically, the knockback is ok if I stand still without touching anything... I tried to get the rigidbody kinematic, but that doesn't seem to work...

Here is my Damage script.

using UnityEngine; using System.Collections;

public class Damage : MonoBehaviour {

 public int degats;
 public string targetTag;
 public bool check;
 public float rateBump = 300;
 //public bool freeze;
 void Start()
 {
     check = false;
     //freeze = false;

 }
 void OnTriggerEnter2D(Collider2D other) 
     {
         if(other.tag == targetTag) {  

             //freeze = true;
             check = true;
             other.GetComponent<Health>().takeDamage(degats);
             var thisrb = gameObject.GetComponent<Rigidbody2D>();
             var rb = other.GetComponent<Rigidbody2D>();
             
             
         
         if(other.attachedRigidbody.position.x > thisrb.position.x) {
                 rb.AddForce(new Vector2(100 * rateBump, 80 * rateBump));
             rb.GetComponent<Rigidbody>().isKinematic = true;
             //rb.IsAwake();

                 
         }else{
                 rb.AddForce(new Vector2(-100 * rateBump, 80 * rateBump));
             rb.GetComponent<Rigidbody>().isKinematic = true;
             //rb.IsAwake();
         }      
                                  }
   }




}

I think I should disable my inputs, but I don't really know how to do that, I've got a pretty complicated Input Manager on a separate script, and I guess that it would ruin the idea of using the same script for damaging players Or ennemies... Anyway, I'm kinda lost here as you can see ^^

Any help would be much appreciated !

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avatar image RemDust · Aug 28, 2015 at 05:09 PM 0
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An idea I guess would be to make the rigidbody asleep for an certain amount of frames, but I just can't call a yield wait for sec inside of this trigger - if method...

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