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Question by imaphatduc · May 04, 2020 at 03:57 AM · playerfalse

Duet Game Problem

I'm re-making the DUET game and found out some problems. The problem is that when my player $$anonymous$$ts an obstacle, most of the time it works, sometimes both two "balls" disappeared, sometimes they are still moving up, even though I have a script to make it stop. These are my codes:

 // Player Moving Up Script
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerUp : MonoBehaviour
 {
 
     public float upVelocity = 5f;
     private Rigidbody2D rb;
 
     void Start()
     {
         rb = GetComponent<Rigidbody2D>();
     }
 
     void Update()
     {
         rb.velocity = Vector2.up * upVelocity;
     }
 }

Rotate the player:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerRotator : MonoBehaviour
 {
 
     #region Variables
 
     public float rotateSpeed = 120f;
 
     Rigidbody2D rb;
 
     void Start()
     {
         rb = GetComponent<Rigidbody2D>();
     }
 
     void Update()
     {
         float horizontal = Input.GetAxisRaw("Horizontal");
         transform.Rotate(0f, 0f, -horizontal * rotateSpeed * Time.deltaTime);
 
     }
 }

PlayerCollision:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.SceneManagement;
 
 public class PlayerCollision : MonoBehaviour
 {
 
     #region Variables
 
     private bool isRestart = false;
     private bool camStop = false;
     private bool playerStop = false;
     private bool playerRotate = false;
 
     public Transform[] c$$anonymous$$ldTransforms;
 
     public Rigidbody2D rb;
     public FollowPlayer follow;
     private PlayerUp playerUp;
     private PlayerRotator rotator;
 
     void Start()
     {
         playerUp = GetComponent<PlayerUp>();
         rotator = GetComponent<PlayerRotator>();
     }
 
     void OnCollisionEnter2D(Collision2D collision)
     {
         if (collision.transform.tag == "Obstacle")
         {
             StopMoving();
             Invoke("RestartLevel", 1.5f);
         }
     }
 
     void StopMoving()
     {
         if (camStop == false)
         {
             camStop = true;
             follow.enabled = false;
         }
 
         if (playerStop == false)
         {
             playerStop = true;
             playerUp.enabled = false;
         }
 
         if (playerRotate == false)
         {
             playerRotate = true;
             rotator.enabled = false;
         }
     }
 
     void RestartLevel()
     {
         if (isRestart == false)
         {
             isRestart = true;
             SceneManager.LoadScene(SceneManager.GetActiveScene().name);
             transform.rotation = Quaternion.identity;
         }
 
     }
 }

Ball C$$anonymous$$ldren Collision (their parent is an empty gameobject)

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.SceneManagement;
 
 public class PlayerCollision : MonoBehaviour
 {
     private bool isRestart = false;
     private bool camStop = false;
     private bool playerStop = false;
     private bool playerRotate = false;
 
     public Transform[] c$$anonymous$$ldTransforms;
 
     public Rigidbody2D rb;
     public FollowPlayer follow;
     private PlayerUp playerUp;
     private PlayerRotator rotator;
 
     void Start()
     {
         playerUp = GetComponent<PlayerUp>();
         rotator = GetComponent<PlayerRotator>();
     }
 
     void OnCollisionEnter2D(Collision2D collision)
     {
         if (collision.transform.tag == "Obstacle")
         {
             StopMoving();
             Invoke("RestartLevel", 1.5f);
         }
     }
 
     void StopMoving()
     {
         if (camStop == false)
         {
             camStop = true;
             follow.enabled = false;
         }
 
         if (playerStop == false)
         {
             playerStop = true;
             playerUp.enabled = false;
         }
 
         if (playerRotate == false)
         {
             playerRotate = true;
             rotator.enabled = false;
         }
     }
 
     void RestartLevel()
     {
         if (isRestart == false)
         {
             isRestart = true;
             SceneManager.LoadScene(SceneManager.GetActiveScene().name);
             transform.rotation = Quaternion.identity;
         }
 
     }
 }


Thanks in advance guys!!

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