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Question by sselke42 · Sep 10, 2019 at 02:16 AM · movementphysics2dhit detection

HitStop problems

Howdy! I seem to be having some problems whenever I implement my HitStop code, whenever I hit an enemy and let go of my move button, my character seems to keep moving in the direction that I pressed last without me even pressing the button. Below I have my Health script with my Hurt function which calls my IEnumerator, which calls my HitPause script (which I also have below). Also, I tried to experiment by removing and changing my movement script and it had the same results. I also have a video to show what I'm talking about, thanks!

https://youtu.be/Pd6OovbfIHQ

 public class Health : MonoBehaviour {
 
     public int health = 5;
     public int numOfCrystals;
     public Animator myAnim;
     public float waitDuration = 0.5f;
 
     public Image[] crystals;
     public Sprite fullCrystal;
     public Sprite emptyCrystal;
 
     //private PlayerControls2 movement;
 
     /*
     void Start()
     {
         movement = FindObjectOfType<PlayerControls2> ();
     }
     */
 
     void Update()
     {
         if(health > numOfCrystals)
         {
             health = numOfCrystals;
         }
 
         for (int i = 0; i < crystals.Length; i++) {
 
             if (i < health) {
                 crystals [i].sprite = fullCrystal;
             } else {
                 crystals [i].sprite = emptyCrystal;
             }
                 
             if (i < numOfCrystals) {
                 crystals [i].enabled = true;
             } else {
                 crystals [i].enabled = false;
             }
         }
     }
         
     void Hurt()
     {
         health--;
         //StartCoroutine ("HitStop");
         StartCoroutine ("GetInvulnerabley");
         if (health <= 0) {
             SceneManager.LoadScene (SceneManager.GetActiveScene ().buildIndex);
             Physics2D.IgnoreLayerCollision (9, 12, false);
             Time.timeScale = 1.0f;
         }
     }
 
     void OnCollisionEnter2D (Collision2D collision)
     {
         Enemy enemy = collision.collider.GetComponent<Enemy> ();
         if (enemy != null) {
             Hurt ();
         }
             
         Boss boss = collision.collider.GetComponent<Boss> ();
         if(boss != null)
         {
             Hurt ();
         }
     }
 
     IEnumerator HitStop()
     {
         Time.timeScale = 0.0f;
         yield return new WaitForSecondsRealtime (0.5f);
         Time.timeScale = 1.0f;
     }
         
     IEnumerator GetInvulnerabley()
     {
         //FindObjectOfType<HitPause> ().Stop (0.5f);
         //movement.hitStop ();
         Time.timeScale = 0.0f;
         yield return new WaitForSecondsRealtime (0.5f);
         Time.timeScale = 1.0f;
         Physics2D.IgnoreLayerCollision (9, 12, true);
         myAnim.SetLayerWeight (1, 1);
         yield return new WaitForSeconds (2f);
         Physics2D.IgnoreLayerCollision (9, 12, false);
         myAnim.SetLayerWeight (1, 0);
     }
 
     /*
     TODO: Find and implement some good hitstop/hit pause code
     IEnumerator WaitForSpawn()
     {
         while(Time.timeScale != 1.0f)
         {
             yield return null;
         }
     }
     */
 }
 
 public class HitPause : MonoBehaviour {
 
     bool waiting;
 
     public void Stop(float duration)
     {
         if (waiting)
             return;
         Time.timeScale = 0.0f;
         StartCoroutine(Wait (duration));
     }
     IEnumerator Wait (float duration)
     {
         waiting = true;
         yield return new WaitForSecondsRealtime (duration);
         Time.timeScale = 1.0f;
         waiting = false;
     }
 }
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