Unity2D: Enemy ignoring collision when moving back down - unity3d

My game is a 2D top down platform, I have an zombie enemy that moves up and down the stage, I can place obstacles (such as a create) in its way to stop the enemy, the enemy has the ability to dodge these obstacles at any random moment. If the enemy collided with the create, the enemy will stop its movement to break the create. Once the create is broken, the enemy will continue to moving up, hit point B and then will move back down the stage. My Problem: If the enemy were to dodge left (for example) and then continues to move down and passes another create, the enemy will ignore collision and the function for it to stop and break that create. How do I fix this issue?
public bool hitCollider = false;
public bool hitCollider2 = false;
public bool canMove = true;
public bool moveDown = false;
public bool isMovingUp = true;
public bool isMovingDown = false;
public bool isSomethere = false;
public bool ifMoving;
public float velocidadMax;
public float xMax;
public float xMin;
public float delay;
public float x;
private float tiempo;
public float countDown, countUp, startTime;
void Start () {
Bcol = GetComponent<BoxCollider2D> ();
Bcol.isTrigger = true;
isMovingUp = true;
rigid = GetComponent <Rigidbody2D> ();
velocidadMax = 0.12f;
x = velocidadMax;
InvokeRepeating ("turnFalse", startTime, countDown); // changing lanes
InvokeRepeating ("turnTrue", 0, countUp); // moving up or down
ifMoving = true;
movedownSpeed = -4f;
moveupSpeed = 4f;
hascollidedwHouse = false;
}
void Update () {
if (moveDown == false) {
rigid.velocity = new Vector2 (0, moveupSpeed); // moving up
if (ifMoving == true) {
//irrelevant - don't need to know code here!
} else if (ifMoving == false) {
movedownSpeed = -4;
moveupSpeed = 0;
Move ();
}
}
if (moveDown == true) {
if (hitMascot2 == true) {
} else if (hitMascot2 == false) {
movingDown = true;
Bcol.isTrigger = true;
StartCoroutine (waitMove ());
StartCoroutine (destroyObj ());
}
}
if (isMovingDown == true) {
Debug.Log ("MovingDown");
Bcol.isTrigger = true;
if (canMove == false) {
Debug.Log ("is False" + canMove);
moveupSpeed = 4f;
}
hitCollider = false;
hitCollider2 = false;
}
if (hitCollider == true) {
StartCoroutine (wait ());
Debug.Log ("I HAVE COLLIDED");
if (canMove == true) {
movedownSpeed = 0f;
}
if (canMove == false) {
movedownSpeed = -4f;
}
moveupSpeed = 0f;
}
if (hitCollider2 == true) {
StartCoroutine (wait2 ());
Debug.Log ("I HAVE COLLIDED");
if (canMove == true) {
movedownSpeed = 0f;
}
if (canMove == false) {
movedownSpeed = -4f;
}
moveupSpeed = 0f;
}
}
void OnTriggerEnter2D (Collider2D col) {
if (col.tag == "objects") {
hitCollider = true;
woodBox = true;
canMove = false;
moveDown = false;
xMax = 0;
xMin = 0;
if (hascollidedwHouse == true) {
moveDown = false;
isMovingDown = false;
movedownSpeed = 0;
moveupSpeed = 0;
hitCollider = false;
ifMoving = false;
xMax = 0;
xMin = 0;
StartCoroutine (waitDown ());
}
}
if (col.tag == "objects2") {
hitCollider2 = true;
metalBox = true;
canMove = false;
hitwoodenC = false;
hitmetalC = true;
moveDown = false;
xMax = 0;
xMin = 0;
if (hascollidedwHouse == true) {
moveDown = false;
isMovingDown = false;
movedownSpeed = 0;
moveupSpeed = 0;
ifMoving = false;
hitCollider2 = false;
xMax = 0;
xMin = 0;
StartCoroutine (waitDown2 ());
}
}
if (col.tag == "pointB") {
if (ifMoving == false) {
moveupSpeed = 0;
movedownSpeed = -4;
} else if (ifMoving == true) {
moveupSpeed = 0;
movedownSpeed = -4;
}
Debug.Log ("Collided");
moveDown = true;
isMovingDown = true;
isMovingUp = false;
canMove = false;
hascollidedwHouse = true;
}
void Move () {
if (isSomethere == false) {
if (isMovingUp == true) {
tiempo += Time.deltaTime;
if (transform.localPosition.x < xMin) {
x = Random.Range (0.0f, velocidadMax);
x = velocidadMax;
tiempo = 0.0f;
Debug.Log ("Left");
}
if (tiempo > 1.0f) { //1.0 0.3
x = -velocidadMax;
tiempo = 0.0f;
Debug.Log ("Right");
}
transform.localPosition = new Vector3 (transform.localPosition.x + x, transform.localPosition.y);
}
} else if (isSomethere == true) {
movedownSpeed = -4;
moveupSpeed = 4;
if (iSPdeath == true) {
movedownSpeed = 0;
moveupSpeed = 0;
}
}
}
void turnFalse ()
{
if( hitCollider == false) {
ifMoving = false; // moves left and right
}
if( hitCollider2 == false) {
ifMoving = false; // moves left and right
}
}
void turnTrue() {
if( hitCollider == false) {
ifMoving = true; // moves up and down
}
if( hitCollider2 == false) {
ifMoving = true; // moves up and down
}
}
IEnumerator wait() {
yield return new WaitForSeconds (2.5f);
hitCollider = false;
if (isMovingUp == true) {
canMove = true;
}
if (isMovingUp == false) {
canMove = false;
moveupSpeed = 0f;
movedownSpeed = -4f;
}
if (canMove == true) {
moveupSpeed = 4f;
}
}
IEnumerator wait2() {
yield return new WaitForSeconds (5.2f);
hitCollider = false;
if (isMovingUp == true) {
canMove = true;
}
if (isMovingUp == false) {
canMove = false;
moveupSpeed = 0f;
movedownSpeed = -4f;
}
if (canMove == true) {
moveupSpeed = 4f;
}
}
IEnumerator waitDown() {
yield return new WaitForSeconds (2.5f);
movedownSpeed = -4f;
moveupSpeed = 0f;
moveDown = true;
}
IEnumerator waitDown2() {
yield return new WaitForSeconds (5.2f);
movedownSpeed = -4f;
moveupSpeed = 0f;
moveDown = true;
}
}

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public bool SwipeDown { get { return swipeDown; } }
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If you are using a rigidbody component there is an option to disable rotation or movement along 1 axis only
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using System.Collections.Generic;
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if (isBeingDragged)
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Unity Fade delay when game ends

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write in OnMouseDown
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