Invincible after collision

Hi,

I’m making a physics game where if you hit something with great enough velocity you take damage.
What I’m trying to do here is to add invincible time after on collision. I have a coroutine with a float time that makes invincible true after on collision. I thought this would work and been searching everywhere but can’t find answers.

Thanks for any help.

public int attackDamageLow = 10;
public int attackDamageMid = 20;
public int attackDamageHigh = 30;
public float hitDelay =5f;
private bool Invincible = false;

GameObject player;
Health playerHealth;
//EnemyHealth enemyHealth;
bool playerInRange;
float timer;

// Use this for initialization
void Awake () 
{
	player = GameObject.FindGameObjectWithTag ("MainPlayer");
	playerHealth = player.GetComponent<Health> ();
	//enemyHealth = GetComponent<EnemyHealth> ();
}

void OnCollisionEnter (Collision other)
{
	if (!Invincible) {

		if (other.gameObject == player) {
			float mag = other.relativeVelocity.magnitude;
			if (mag > 40f) {
				
				AttackHigh ();
				Debug.Log ("S");
				StartCoroutine (Delay ());
			} else if (mag > 20f) {
				
				AttackMid ();
				Debug.Log ("M");
				StartCoroutine (Delay ());
			}

			else if (mag > 10f) {
				
				AttackLow ();
				Debug.Log ("H");
				StartCoroutine (Delay ());
			}
	

			}
	}

	}

void AttackLow ()
{
	//timer = 0f;

	if(playerHealth.currenthealth >0)
	{
		playerHealth.takeDamage (attackDamageLow);

	}
}

void AttackMid ()
{
	//timer = 0f;

	if(playerHealth.currenthealth >0)
	{
		playerHealth.takeDamage (attackDamageMid);

	}
}

void AttackHigh ()
{
	//timer = 0f;

	if(playerHealth.currenthealth >0)
	{
		playerHealth.takeDamage (attackDamageHigh);

	}
}

IEnumerator Delay()
{
	Invincible = true;
	Debug.Log ("True");
	yield return new WaitForSeconds (hitDelay);
	Debug.Log ("false");
	Invincible = false;
}

}

Hexagonius, thanks for the answer. Yeah it was set to 0. Stupid on my part, it’s working now.

Do you get the “H” log? Have you checked the variable values in the inspector being above 0? (sometimes you add a default to a variable after it was read by Unity once, which does not get written to it and therefore stays 0).
If those are not the cases, what is the problem, what is happening?