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Question by alexandrumarcel · Feb 25, 2020 at 11:11 PM · 2dragdollhingejoint2d

Change 2D Player position based on Enemy Position. Hinge Joints and Angle Limits.

Hi there!

I have a stickman ragdoll that's hold together by a couple of Hinge Joints with angular limits. There's also an enemy who can change his position so it can be on the left side of the player or the right side of him.

Both stickman's layout is this:

 Empty GameObject:
 -Head
 -Torso
 -ArmR
 -ArmL
 -LegR
 -LegL


The ArmR and ArmL has an angular limit of 0 min, 90 max.

What's the easier way to inverse stickman's angular limit or rotate the stickman to look at the enemy?

This is with what I've come but it doesn't work as intended:

    public void ChangePos(float pos)
     {
         HingeJoint2D hinge;
         JointAngleLimits2D limits;
         JointMotor2D motor;
         
         if (pos > 0 && GetPlayerCanMove()) // -> right
         {
             Debug.Log("Changed Pos!");
             hinge = head.GetComponent<HingeJoint2D>();
             limits = hinge.limits;
             limits.max = 20;
             hinge.limits = limits;
 
             hinge = legUpperRight.GetComponent<HingeJoint2D>();
             limits = hinge.limits;
             limits.max = 90;
             hinge.limits = limits;
 
             hinge = legUpperLeft.GetComponent<HingeJoint2D>();
             limits = hinge.limits;
             limits.max = 90;
             hinge.limits = limits;
 
             hinge = legRight.GetComponent<HingeJoint2D>();
             limits = hinge.limits;
             limits.max = limits.max * 30;
             hinge.limits = limits;
 
             hinge = legLeft.GetComponent<HingeJoint2D>();
             limits = hinge.limits;
             limits.max = 30;
             hinge.limits = limits;
         }
         else if (pos < 0 && GetPlayerCanMove() && weaponLeft.activeSelf)
         {
             hinge = head.GetComponent<HingeJoint2D>();
             limits = hinge.limits;
             limits.max = -20;
             hinge.limits = limits;
 
             hinge = legUpperRight.GetComponent<HingeJoint2D>();
             limits = hinge.limits;
             limits.max = -90;
             hinge.limits = limits;
 
             hinge = legUpperLeft.GetComponent<HingeJoint2D>();
             limits = hinge.limits;
             limits.max = -90;
             hinge.limits = limits;
 
             hinge = legRight.GetComponent<HingeJoint2D>();
             limits = hinge.limits;
             limits.max = -30;
             hinge.limits = limits;
 
             hinge = legLeft.GetComponent<HingeJoint2D>();
             limits = hinge.limits;
             limits.max = -30;
             hinge.limits = limits;
         }
     }


Is there an easier way to do this?

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