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Question by Fikce · Feb 07, 2017 at 01:31 PM · c#ontriggerenter2dcomparetag

If "OnTriggerEnter" then "another OnTriggerEnter" ?

Hello, I'm a rookie and i work on my first 2d game. I want my player character to be able to kick in a rock, and the rock to damage enemy once it's kicked, but i can't do it. Here's my code linked to my rock. Do you have any idea ?

Thanks !

     void OnTriggerEnter2D(Collider2D col)
 
     {
         
     
         if (col.CompareTag ("PlayerAttackCollider")) {
             gameObject.GetComponent<Rigidbody2D> ().isKinematic = false;
             gameObject.GetComponent<Rigidbody2D>().position = new Vector2(gameObject.GetComponent<Rigidbody2D>().transform.position.x + 1, gameObject.GetComponent<Rigidbody2D>().position.y);
 
             if (col.CompareTag ("Enemy"))
             {
                 SendMessageUpwards("Damage", damage);
                 Destroy(gameObject);
             }
 
         }
 
 
     }

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avatar image Chikari · Feb 07, 2017 at 01:40 PM 0
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I am guessing the kick is executed, but the damage is not?

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Answer by Fikce · Feb 10, 2017 at 12:04 PM

Thanks !

I found a way to fix my problem with the following code meanwhile ! And i have added the detection of my player position to kick the rock to the left and to the right.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityStandardAssets._2D;
 
 public class poubelle : MonoBehaviour {
 
     public int damage = 1;
     public float velocity = 10f;
     public float curVelocity;
 
     void Start() {
     
         gameObject.GetComponent<Rigidbody2D> ().mass = 5;
         gameObject.GetComponent<Rigidbody2D> ().isKinematic = false;
         curVelocity = 0f;
        
     }
 
     void Update()
     {
         gameObject.GetComponent<Rigidbody2D>().velocity = new Vector2(curVelocity, gameObject.GetComponent<Rigidbody2D>().velocity.y);
     }
 
     void OnTriggerEnter2D(Collider2D col)
 
     {
 
         if (col.CompareTag("AttackCollider"))
         {
             gameObject.GetComponent<Rigidbody2D>().isKinematic = false;
             if (GameObject.FindGameObjectWithTag("Player").transform.position.x < gameObject.transform.position.x)
             {
                 curVelocity = velocity;
                 gameObject.GetComponent<Rigidbody2D>().velocity = new Vector2(curVelocity, gameObject.GetComponent<Rigidbody2D>().velocity.y);
             }
             if (GameObject.FindGameObjectWithTag("Player").transform.position.x > gameObject.transform.position.x)
             {
                 curVelocity = velocity*-1;
                 gameObject.GetComponent<Rigidbody2D>().velocity = new Vector2(curVelocity, gameObject.GetComponent<Rigidbody2D>().velocity.y);
             }
           
             gameObject.tag = "AttackCollider";
             gameObject.transform.GetComponent<Animation>().Play("poubelleblink");
             Destroy(gameObject, 1);
         }
     }
 
 
 
 
   
 }
 
 
 
 
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Answer by karadag · Feb 08, 2017 at 01:46 PM

Try this:

 private bool isPlayerAttack = false;

 void OnTriggerEnter2D(Collider2D col)
 {
     if (col.CompareTag("PlayerAttackCollider"))
     {
         isPlayerAttack = true;
         gameObject.GetComponent<Rigidbody2D>().isKinematic = false;
         gameObject.GetComponent<Rigidbody2D>().position = new Vector2(gameObject.GetComponent<Rigidbody2D>().transform.position.x + 1, gameObject.GetComponent<Rigidbody2D>().position.y);

     }

     if (col.CompareTag("Enemy") && isPlayerAttack)
     {
         SendMessageUpwards("Damage", damage);
         Destroy(gameObject);
     }
 }
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