Code seems to be ignoring an if statement aside from start.

I can’t seem to find a way around this problem, an enemy I have is suppost to dive at the player like a bird, then pull up after colliding with either the player or floor. And upon reaching it’s original y pos, startHeight, begin to fly straight again. the if statement triggers at the start when I hit play. but upon diving and returning up it just keeps it’s angled movement.

if (transform.position.y == startHeight){
				Debug.Log ("flying");
				walkingDirection = -1.0f;
				triggertest = false;
			}

is one thing that it seems to ignore

if(walkingDirection == -1.0f) {

				transform.position = Vector3.Slerp (transform.position, transform.position - transform.right, Time.deltaTime * walkSpeed);
			}else if(walkingDirection == -2.0f){
				//rigidbody2D.velocity = new Vector2 (walkSpeed,airSpeed);
				transform.position = Vector3.Slerp(transform.position,transform.position-transform.right-transform.up, Time.deltaTime*walkSpeed);
			}else if(walkingDirection == -3.0f){

				airSpeed = 8;
				//rigidbody2D.velocity = new Vector2 (walkSpeed,airSpeed);
				transform.position = Vector3.Slerp(transform.position,transform.position+transform.up, Time.deltaTime*walkSpeed);
			}

void OnCollisionEnter2D(Collision2D other){

		/*
		 * This is for when the bird enemy hits the player
		 * and will have it ascend afterwards
		 */
		if (other.gameObject.name == "Player") {
			if (MovementType == MovementTypes.bird){
				Debug.Log ("Bop");
				walkingDirection = -3.0f;
				triggertest = true;

		}
		}else if (other.gameObject.tag == "floor"){
			if (MovementType == MovementTypes.bird){
				Debug.Log ("Ouch!");
				walkingDirection = -3.0f;
				triggertest = true;
			}
		}	
	}

The problem is that they need to be at the exact height for it to work when using == and that will usually never happen. Change (transform.position.y == startHeight) to (transform.position.y >= startHeight). This will make it so if they are at or above the startHeight the if statement will trigger.

Hopefully this helps!