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This question was closed Feb 13, 2016 at 11:08 PM by Demonlordd for the following reason:

The question is answered, right answer was accepted

avatar image
0
Question by Demonlordd · Feb 12, 2016 at 09:51 PM · 2dreferencefindobjectoftype

Wont flip bullet with player

So my bullets are suppose to flip when my player is looking the other direction. This is how i've done it but somwhow it doesnt work, I've checked in debug so my player actually do get scale 0<... This is the script on the bullet

public class BulletDestroy : MonoBehaviour { public float speed; public Movement player = FindObjectOfType(); void start() {

     if (player.transform.localScale.x <0)
     { 
         speed = -speed;
     }
     

 }

 void FixedUpdate ()
 {
     GetComponent<Rigidbody2D>().velocity = new Vector2(speed, GetComponent<Rigidbody2D>().velocity.y);

} }

And heres the script for the movement/shooting and all that

using UnityEngine; using System.Collections;

public class Movement : MonoBehaviour { public GameObject bullet; public Transform firepoint;

 void FixedUpdate()
 {
     if (Input.GetKeyDown("space"))
     {
         FireBullet();
         anim.Play("Shoot");
     }
     if (GetComponent<Rigidbody2D>().velocity.x > 0)
     {
         transform.localScale = new Vector3(0.3f, 0.25f, 1f);
     }
     if (GetComponent<Rigidbody2D>().velocity.x < 0)
     {
         transform.localScale = new Vector3(-0.3f, 0.25f, 1f);
     }
 }

 public void FireBullet()
 {
     //Clone of the bullet
     Rigidbody2D Clone;
     Clone = GetComponent<Rigidbody2D>();

     //spawning the bullet at position
     Clone = (Instantiate(bullet, firepoint.position, firepoint.rotation)) as Rigidbody2D;
 }

}

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avatar image Demonlordd · Feb 13, 2016 at 11:07 PM 0
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This is how i solved it, Completely stripped BulletDestroy of code (except the things about collision and actually destroying the bullet) And Changed my movement to this

     if (rb.transform.localScale.x < 0)
     {
       
        GameObject Clone = (GameObject)Instantiate(bullet, firepoint.position, firepoint.rotation);
         Clone.GetComponent<Rigidbody2D>().velocity = new Vector2(-20, 0) ;
         Debug.Log("You're looking Left");
     }
     else if (rb.transform.localScale.x > 0)
     {
         GameObject Clone = (GameObject)Instantiate(bullet, firepoint.position, firepoint.rotation);
         Clone.GetComponent<Rigidbody2D>().velocity = new Vector2(20, 0);
         Debug.Log("You're looking Right");
     }

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Answer by Winterblood · Feb 13, 2016 at 06:53 PM

For a start, don't have the bullet choose it's own facing. The bullet's job is just to fly straight until it hits something. Make FireBullet() set the bullet's velocity after instantiating it, and it will just keep going.

To get the sprite to flip, have FireBullet() add 180 degrees to firepoint.rotation if the player is facing -X.

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avatar image Demonlordd · Feb 13, 2016 at 11:07 PM 0
Share

This is how i solved it, Completely stripped BulletDestroy of code (except the things about collision and actually destroying the bullet) And Changed my movement to this

     if (rb.transform.localScale.x < 0)
     {
       
        GameObject Clone = (GameObject)Instantiate(bullet, firepoint.position, firepoint.rotation);
         Clone.GetComponent<Rigidbody2D>().velocity = new Vector2(-20, 0) ;
         Debug.Log("You're looking Left");
     }
     else if (rb.transform.localScale.x > 0)
     {
         GameObject Clone = (GameObject)Instantiate(bullet, firepoint.position, firepoint.rotation);
         Clone.GetComponent<Rigidbody2D>().velocity = new Vector2(20, 0);
         Debug.Log("You're looking Right");
     }
avatar image
1

Answer by Arcade-Perfect · Feb 14, 2016 at 05:54 PM

as is a 2D sprite Unity added a field where you can flip X and/or Y on the SpriteRenderer Component. Can be the other way around when flipping, depending on the sprite orientation.

 if (GetComponent<Rigidbody2D>().velocity.x > 0)
      {
           GetComponent<SpriteRenderer>().flipX = false;
      }
      if (GetComponent<Rigidbody2D>().velocity.x < 0)
      {
           GetComponent<SpriteRenderer>().flipX = true;
      }


Same for Y flip value.

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