I have this script attached to an object, if my player encounters that object it will be knocked back. I have six directions on which it will be knocked back. This image will show you the different direction of which my player may get knock back. My problem: X=0,Y=1
(up) and X=0,Y=-1
(down) doesn't work, however every other velocity works. How can I also include the directions of X=0,Y=1 and X=0,Y=-1. Thank you and here is my code:
public class Knockback: MonoBehaviour
{
public float xForceToAdd;
public float yForceToAdd;
// Use this for initialization
void Start()
{
}
// Update is called once per frame
void Update()
{
}
void OnTriggerEnter2D(Collider2D other)
{
if (other.gameObject.tag == "Player")
{
//Store the vector 2 of the location where the initial hit happened;
Vector2 initialHitPoint = new Vector2(other.gameObject.transform.position.x, other.gameObject.transform.position.y);
float xForce = 0;
float yForce = 0;
//Grab our collided with objects rigibody
Rigidbody2D rigidForForce = other.gameObject.GetComponent < Rigidbody2D > ();
//Determine left right center of X hit
if (initialHitPoint.x > (this.transform.position.x + (this.transform.localScale.x / 3)))
{
xForce = 1;
}
else if (initialHitPoint.x < (this.transform.position.x - (this.transform.localScale.x / 3)))
{
xForce = -1;
}
else
{
xForce = 0;
}
if (initialHitPoint.y > (this.transform.position.y + (this.transform.localScale.y / 3)))
{
yForce = 1;
}
else if (initialHitPoint.y < (this.transform.position.y - (this.transform.localScale.y / 3)))
{
yForce = -1;
}
else
{
yForce = 0;
}
rigidForForce.velocity = new Vector2(xForce * xForceToAdd, yForce * yForceToAdd);
}
}
}
Most probably, it doesn't see the if
statements of y part. Use else if
for all if
statements after the first one. Try this:
void OnTriggerEnter2D(Collider2D other)
{
if (other.gameObject.tag == "Player")
{
//Store the vector 2 of the location where the initial hit happened;
Vector2 initialHitPoint = new Vector2(other.gameObject.transform.position.x, other.gameObject.transform.position.y);
float xForce = 0;
float yForce = 0;
//Grab our collided with objects rigibody
Rigidbody2D rigidForForce = other.gameObject.GetComponent < Rigidbody2D > ();
//Determine left right center of X hit
if (initialHitPoint.x > (this.transform.position.x + (this.transform.localScale.x / 3))
&& initialHitPoint.y > (this.transform.position.y + (this.transform.localScale.y / 3)))
{
xForce = 1;
yForce = 1;
}
else if (initialHitPoint.x > (this.transform.position.x + (this.transform.localScale.x / 3))
&& initialHitPoint.y < (this.transform.position.y - (this.transform.localScale.y / 3)))
{
xForce = 1;
yForce = -1;
}
else if (initialHitPoint.x < (this.transform.position.x + (this.transform.localScale.x / 3))
&& initialHitPoint.y > (this.transform.position.y - (this.transform.localScale.y / 3)))
{
xForce = -1;
yForce = 1;
}
else if (initialHitPoint.x < (this.transform.position.x + (this.transform.localScale.x / 3))
&& initialHitPoint.y < (this.transform.position.y - (this.transform.localScale.y / 3)))
{
xForce = -1;
yForce = -1;
}
else if (initialHitPoint.x > (this.transform.position.x + (this.transform.localScale.x / 3))
&& initialHitPoint.y == (this.transform.position.y - (this.transform.localScale.y / 3)))
{
xForce = 1;
yForce = 0;
}
else if (initialHitPoint.x < (this.transform.position.x + (this.transform.localScale.x / 3))
&& initialHitPoint.y == (this.transform.position.y - (this.transform.localScale.y / 3)))
{
xForce = -1;
yForce = 0;
}
else if (initialHitPoint.x == (this.transform.position.x + (this.transform.localScale.x / 3))
&& initialHitPoint.y < (this.transform.position.y - (this.transform.localScale.y / 3)))
{
xForce = 0;
yForce = -1;
}
else if (initialHitPoint.x == (this.transform.position.x + (this.transform.localScale.x / 3))
&& initialHitPoint.y > (this.transform.position.y - (this.transform.localScale.y / 3)))
{
xForce = 0;
yForce = 1;
}
else
{
xForce = 0;
yForce = 0;
}
rigidForForce.velocity = new Vector2(xForce * xForceToAdd, yForce * yForceToAdd);
}
}
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