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Question by freakshootzz · Apr 25, 2016 at 06:21 PM · rotationreset

Rotation Troubles

I have a prefab tank that I am instantiating successfully at the start of every round, similar to the tank tutorial that Unity has but my game is 2D. The issue I am having is that if you rotate the turret to face the other player and one player dies, the turret rotation does not reset at the start of a new round. The script attached is the script which moves my player. If it is needed, I can attach the game manager and the associated tank manager.

 using UnityEngine;
 using System.Collections;
 
 [RequireComponent(typeof(Rigidbody2D))]
 
 public class TankMovement : MonoBehaviour {
 
     public int PlayerNumber = 1;
 
     public Transform Tank;
 
     private Vector2 Velocity = Vector2.zero;
 
     public float TMovement = 5f;
     public float TurretRotation = 80f;
     public float smooth = 2f;
 
     private string MovementAxisName;
     private string TurretAxisName;
     public Rigidbody2D TankRB;
     public Rigidbody2D TurretRigidbody;
     private float MovementInputValue;
     private float TurretInputValue;
 
 
     private void OnEnable ()
       {
             TankRB.isKinematic = false;
             TurretRigidbody.isKinematic = false;
             MovementInputValue = 0f;
             TurretInputValue = 0f;

        }
 
     private void OnDisable()
     {
         TankRB.isKinematic = true;
         TurretRigidbody.isKinematic = true;
     }
 
     // Use this for initialization
     public void Start () 
     {
         MovementAxisName = "Vertical" + PlayerNumber;
         TurretAxisName = "Horizontal" + PlayerNumber;
     }
 
     // Update is called once per frame
     public void Update ()
     {
 
         MovementInputValue = Input.GetAxis(MovementAxisName);
         TurretInputValue = Input.GetAxis(TurretAxisName);
 
     }
 
     void FixedUpdate()
     {
         Move ();
         Turn ();
     }
     public void GetMove (Vector2 _velocity)
     {
         Velocity = _velocity;
     }
 
     private void Move ()
     {
         if (Velocity != Vector2.zero) 
         {
             TankRB.MovePosition (TankRB.position + Velocity * Time.fixedDeltaTime);
         }
 
     }
 
     private void Turn()
     {
         float turn = TurretInputValue * TurretRotation * Time.deltaTime * smooth;
 
         TurretRigidbody.MoveRotation (TurretRigidbody.rotation + turn);
 
         if (TurretRigidbody.rotation > 80) 
         {
             TurretRigidbody.rotation = 80;
         }
         if (TurretRigidbody.rotation < -80) 
         {
             TurretRigidbody.rotation = -80;
         }
     }
 }
 

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