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Question by MainManMike7 · Sep 02, 2018 at 11:37 PM · knockback

My overall goal is to make a knockback system for my 2D game. I am able to add a force to an object based on the x and y values that I put in, but I want it to be based on which way the rigidbody is actually moving. Help Please :)

using System; using System.Collections; using System.Collections.Generic; using UnityEngine;

public class RedSword : MonoBehaviour {

 public float knockback;
 public Rigidbody2D rbOfEnemy;
 public string nameOfEnemy;
 public GameObject gO;

 //Knockback direction
 public Vector2 kbdir;

 void Start () {
     
 }    
 void Update ()
 {

 }
 private void OnCollisionEnter2D(Collision2D collision)
 {
     nameOfEnemy = collision.collider.name;
     gO = GameObject.Find(nameOfEnemy);
     gO.GetComponent<Rigidbody2D>();
     rbOfEnemy = gO.GetComponent<Rigidbody2D>();

     if (collision.collider.tag == "Enemy" )
     {
          applyKnockback();
     }
 }

 private void applyKnockback()
 {   //I want to find out which direction the object is moving based on the rigidbody (kbdir)
     rbOfEnemy.AddForce(kbdir * knockback * Time.deltaTime);
     Invoke("removeKnockback", .001f);
 }
 private void removeKnockback()
 {
     //How do I stop force
 }

}

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Answer by DawdleDev · Sep 03, 2018 at 08:34 PM

in the OnCollisionEnter2D void,

 kbdir = collision.transform.GetComponent<Rigidbody2D> ().velocity.normalized;

That should do the trick.

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