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Question by The_Shard_ZR · Jan 04, 2021 at 10:19 PM · 2d game

Help with knockback in c# plss,I need help with my knockback for c# in 2D

I have a knockback system similar(kinda) to smash, but can only get the player to get knocked back in one direction. how would I find the direction the attackpoint is facing and use that to multiply the force by 1 or -1? here is my code using System.Collections; using System.Collections.Generic; using UnityEngine;

public class Gettinghit : MonoBehaviour { public Animator animator1;

 public int maxhealth1 = 100;
 int currenthealth1;
 public Rigidbody2D rb2d;
 public Transform player1;
 public float knockx = 200f;
 public float knocky = 100f;
 public float xhit;
 public float yhit;

 // Start is called before the first frame update
 void Start()
 {
     currenthealth1 = maxhealth1;
     xhit = -1f;
     yhit = 0.5f;
 }

 public void TakeDamage1(int damage1)
 {
     currenthealth1 -= damage1;
     animator1.SetTrigger("Hurt1");
     xhit -= .1f;
     yhit += .05f;
     rb2d.AddRelativeForce(new Vector2(knockx * xhit, knocky * yhit));
 }

} ,I'm trying to make a smash inspired knockback system, but I can only get knocked back in one way. how do I find the direction the other player's attack point is facing and multiply that by the knockback force. it has to be 2d. (also, if anyone has a ledge grab/recovery code in c# for 2D, I'd appreciate it greatly :)) here is my code for the knockback using System.Collections; using System.Collections.Generic; using UnityEngine;

public class Gettinghit : MonoBehaviour { public Animator animator1;

 public int maxhealth1 = 100;
 int currenthealth1;
 public Rigidbody2D rb2d;
 public Transform player1;
 public float knockx = 200f;
 public float knocky = 100f;
 public float xhit;
 public float yhit;

 // Start is called before the first frame update
 void Start()
 {
     currenthealth1 = maxhealth1;
     xhit = 1f;
     yhit = 0.5f;
 }

 public void TakeDamage1(int damage1)
 {
     currenthealth1 -= damage1;
     animator1.SetTrigger("Hurt1");
     xhit += .1f;
     yhit += .05f;
     rb2d.AddRelativeForce(new Vector2(knockx * xhit, knocky * yhit));
 }

}

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