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Question by ayockel90 · Mar 03, 2019 at 08:51 PM · 2dmovetowards

Rigidbody2D stop enemy movement on collision?

I have the following code to make my enemy run towards the player

 void Update(){

     //If alerted, face player 
     if(isFacingPlayer == true){
         facePlayer();
     }

     //Charge player
     if(isCharging == true){
         Invoke("chargePlayer", 1);
     }else if(isCharging == false){
         stopCharge();
     }

     //If health reaches zero, dead
     if(health == 0){
         //Destroy(gameObject);
     }
 void facePlayer(){
     Vector3 vectorToTarget = Player.transform.position - transform.position;
     float angle = Mathf.Atan2(vectorToTarget.y, vectorToTarget.x) * Mathf.Rad2Deg;
     Quaternion q = Quaternion.AngleAxis(angle, Vector3.forward);
     transform.rotation = Quaternion.Slerp(transform.rotation, q, Time.deltaTime * speed);
     isCharging = true;
 }

 void chargePlayer(){
     step = speed * Time.deltaTime;
     transform.position = Vector2.MoveTowards(transform.position, Player.transform.position, step);
     anim.Play("zombie_charge");    
 }

 void stopCharge(){
     anim.Play("zombie_idle");
 }

 void OnCollisionEnter(Collision collision){
     isCharging = false;
 }

However I don't know how to make the enemy stop when stopCharge() is called. transform.position has been modified, so how can I change it to the enemy's current 2d coordinates?

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avatar image garrach · Mar 03, 2019 at 09:00 PM 0
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But why the invoke method

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Answer by garrach · Mar 03, 2019 at 08:59 PM

False

if(isCharging == true){ Invoke("chargePlayer", 1); }else if(isCharging == false){ stopCharge(); }

TRUE

if(isCharging ) Invoke("chargePlayer", 1); else stopCharge();

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avatar image ayockel90 · Mar 03, 2019 at 10:35 PM 0
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But there's nothing in stopCharge() that will stop his movement. I need the code that cancels out

transform.position = Vector2.$$anonymous$$oveTowards(transform.position, Player.transform.position, step);

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