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Question by Dankcan · Nov 06, 2017 at 02:01 AM · 2d gamescaleissueflip

Issue with flipping an enemy when it reaches an edge

I'm using a linecast to detect whenever an enemy reaches an edge and then change its direction. When the enemy reaches an edge, it stops as it is supposed to, but it doesn't flip. Here is the relevant code:

 void Update () {  
               transform.Translate (new Vector2 (_transform.localScale.x, 0) * moveSpeed * Time.smoothDeltaTime * stop);
         // enemy turns around when gets to an edge
         if (!Physics2D.Linecast (_transform.position, groundCheck.position, whatIsGround) && stop == 1)
             StartCoroutine (Flip ());
     }
         
 IEnumerator Flip(){
     stop = 0;
     yield return new WaitForSecondsRealtime (1);
     Vector3 localScale = _transform.localScale;
     localScale.x *= -1;
     _transform.localScale = localScale;
     stop = 1;
     }
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avatar image tmalhassan · Nov 06, 2017 at 08:09 AM 0
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Do you want it to flip and move in the other direction? or just flipping?

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Answer by Daemonhahn · Nov 06, 2017 at 12:57 PM

why not just flip the spriterenderer and change the direction your moving it in?

https://docs.unity3d.com/ScriptReference/SpriteRenderer-flipX.html

and then save a vector3 for the direction and flip that vector.

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avatar image Dankcan · Nov 07, 2017 at 01:32 AM 0
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Ya that works. Can't believe I hadn't thought of that, thanks!

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