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Question by Shadowlash1221 · Jan 20, 2016 at 12:56 AM · 2dscripting problemprojectile

2D Projectile Script Not Working

Hello There!

So my player has a projectile he throws, but he only throws it right, what i mean by that is when he faces right he throws it right, but when he faces left the projectile try's to go right. I want him to throw the projectile left when he faces left and when he faces right throw it right. Please help!

 using UnityEngine;
 using System.Collections;
 
 public class StarProjectile : MonoBehaviour {
     public Rigidbody2D projectile;
     void Update() {
         if (Input.GetButtonDown("Fire1")) {
             Rigidbody2D clone;
             clone = Instantiate(projectile, transform.position, transform.rotation) as Rigidbody2D;
             clone.velocity = transform.TransformDirection(Vector3.left * 50);
         }
     }
 }

 using UnityEngine;
 using System.Collections;
 
 public class SimplePlatformController : MonoBehaviour {
 
     [HideInInspector] public bool facingRight = true;
     [HideInInspector] public bool jump = false;
     public float moveForce = 365f;
     public float maxSpeed = 5f;
     public float jumpForce = 1000f;
     public Transform groundCheck;
 
 
     private bool grounded = false;
     private Animator anim;
     private Rigidbody2D rb2d;
 
 
     // Use this for initialization
     void Awake () 
     {
         anim = GetComponent<Animator>();
         rb2d = GetComponent<Rigidbody2D>();
 
         rb2d.freezeRotation = true;
     }
 
     // Update is called once per frame
     void Update () 
     {
         grounded = Physics2D.Linecast(transform.position, groundCheck.position, 1 << LayerMask.NameToLayer("Ground"));
 
         if (Input.GetButtonDown("Jump") && grounded)
         {
             jump = true;
         }
     }
 
     void FixedUpdate()
     {
         float h = Input.GetAxis("Horizontal");
 
         anim.SetFloat("Speed", Mathf.Abs(h));
 
         if (h * rb2d.velocity.x < maxSpeed)
             rb2d.AddForce(Vector2.right * h * moveForce);
 
         if (Mathf.Abs (rb2d.velocity.x) > maxSpeed)
             rb2d.velocity = new Vector2(Mathf.Sign (rb2d.velocity.x) * maxSpeed, rb2d.velocity.y);
 
         if (h > 0 && !facingRight)
             Flip ();
         else if (h < 0 && facingRight)
             Flip ();
 
         if (jump)
         {
             anim.SetTrigger("Jump");
             rb2d.AddForce(new Vector2(0f, jumpForce));
             jump = false;
         }
     }
 
 
     void Flip()
     {
         facingRight = !facingRight;
         Vector3 theScale = transform.localScale;
         theScale.x *= -1;
         transform.localScale = theScale;
     }
 }


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Answer by incorrect · Jan 20, 2016 at 12:58 AM

 void Update()
 {
     if (Input.GetButtonDown("Fire1"))
     {
         Rigidbody2D clone;
         clone = Instantiate(projectile, transform.position, transform.rotation) as Rigidbody2D;
         
         if(facingRight)
             clone.velocity = transform.TransformVector(50 * Vector3.right);
         else
             clone.velocity = transform.TransformVector(-50 * Vector3.right);
     }
 }
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avatar image Shadowlash1221 · Jan 20, 2016 at 02:40 AM 0
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The name `facingRight' does not exist in the current context error

avatar image incorrect Shadowlash1221 · Jan 20, 2016 at 02:42 AM 0
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It's in your SimplePlatformController script. I suggest you to replace Update() of your controller with Update() I provided you.

avatar image Shadowlash1221 · Jan 20, 2016 at 02:43 AM 0
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Fixed it! Thanks for your help!

 using UnityEngine;
 using System.Collections;
 
 public class StarProjectile : $$anonymous$$onoBehaviour {
     [HideInInspector] public bool facingRight = true;
     public Rigidbody2D projectile;
     void Update()
     {
         if (Input.GetButtonDown("Fire1"))
         {
             Rigidbody2D clone;
             clone = Instantiate(projectile, transform.position, transform.rotation) as Rigidbody2D;
 
             if(facingRight)
                 clone.velocity = transform.TransformVector(50 * Vector3.right);
             else
                 clone.velocity = transform.TransformVector(-50 * Vector3.right);
         }
     }
 }

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