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Question by ashuharry · Jan 21, 2020 at 05:49 AM · unity 5

snake and ladder flip

alt textI am following a tutorial on snake and ladder puzzle game on udemy. i have a problem flipping the 2d player. how can i flip the player i have tried many methods but it doesnt work. i want to flip the player when it moves. i am a noob so any help please. script here : using System.Collections; using System.Collections.Generic; using UnityEngine; public class Stone : MonoBehaviour { public Route route; public List nodeList = new List(); int routePosition; int stoneId; //player id float speed = 3f; int stepsToMove; int doneSteps; bool isMoving; AudioSource audiosrc; SpriteRenderer sp; Rigidbody rb; float cTime=0; float amplitute=0.5f; void Start() { sp = GetComponent(); rb = GetComponent(); audiosrc = GetComponent(); foreach(Transform c in route.nodeList) { Node n = c.GetComponentInChildren(); if(n!= null) { nodeList.Add(n); } } } IEnumerator Move() { if(isMoving) { yield break; } isMoving = true; Debug.Log("ismoving"); nodeList[routePosition].RemoveStone(this);

        while(stepsToMove>0)
        {
           routePosition++;
           Vector3 nextPos = route.nodeList[routePosition].transform.position;
            
             //Arc Movement
             Vector3 startPos = route.nodeList[routePosition-1].transform.position;
 
    while (MoveInArcToNextNode(startPos,nextPos,4f))
           {
               yield return null;
           }
 
           yield return new WaitForSeconds(0.1f);
 
            cTime=0;
 
            stepsToMove--;
            doneSteps++;
            Debug.Log("called");
 
         }
         yield return new WaitForSeconds(0.1f);
       //snake and ladder check
       if(nodeList[routePosition].connectedNode!=null)
       {
         int conNodeId=nodeList[routePosition].connectedNode.nodeId;
         Vector3 nextPos=nodeList[routePosition].connectedNode.transform.position;
         while(MoveToNextNode(nextPos))
         {
             yield return null;
         }
         doneSteps=conNodeId;
         routePosition=conNodeId;
       }
 
       //Add this stone to the actual node
         nodeList[routePosition].AddStone(this);
       
       //CHECK FOR A WIN
       if(doneSteps==nodeList.Count-1)
       {
           //Report to Gamemanager
           GameManager.instance.ReportWinner();
           yield break;
       }
 
       //UPDATE THE GameManager
        GameManager.instance.state=GameManager.States.SWITCH_PLAYER;
        isMoving = false;
     }
 
     bool MoveToNextNode(Vector3 nextPos)
     {
         Debug.Log("called");
         return nextPos != (transform.position = Vector3.MoveTowards(transform.position, nextPos, speed * Time.deltaTime));
       
 
     }
     
     bool MoveInArcToNextNode(Vector3 startPos,Vector3 nextPos,float _speed)
     {
         
             cTime+=_speed*Time.deltaTime;
             Vector3 myPosition=Vector3.Lerp(startPos,nextPos,cTime);
             myPosition.y+= amplitute*Mathf.Sin(Mathf.Clamp01(cTime)*Mathf.PI);
             Debug.Log("Lerpcalled");
             return nextPos!=(transform.position=Vector3.Lerp(transform.position,myPosition,cTime));
              
     }
 
     public void MakeTurn(int diceNumber)
     {
         stepsToMove=diceNumber;
         if(doneSteps+stepsToMove<route.nodeList.Count)
 
             {
                 StartCoroutine(Move());
             Debug.Log("Movementcalled");
 
 
 
         }
             else
             {
                 //print("Number is too high");
                 //UPDATE THE GAMEMANAGER
                 GameManager.instance.state=GameManager.States.SWITCH_PLAYER;
             }
     }
 }
 


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