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Question by Orrib · Jul 04, 2017 at 08:17 PM · sprite2d gamecursor2d rotation

Determine if cursor is on the left side or right side of a 2D object or sprite regardless of rotation

I am trying to flip my 2D character's upper body based on which side of the character's body the cursor is. Currently, If the cursor is on left side of the body, the character will flip to face left, and vice versa. alt text

The problem is that if I rotate my character, It doesn't adapt to the new rotation, instead it will flip based on the x coordinate alone.

How can I make it so that the body flips based on what side of the body the cursor is on regardless of its rotation? Like in the picture below, if the cursor was in the red the body would flip to face the left, if in the green, to the right. alt text

Here's my current code:

 // flip bod and head according to mouse position
 if (Input.mousePosition.x - Camera.main.WorldToScreenPoint(playerBod.position).x > 0 && !bodFacingRight) //if positive, turn right
     FlipHeadAndBod();
 else if (Input.mousePosition.x - Camera.main.WorldToScreenPoint(playerBod.position).x < 0 && bodFacingRight)
     FlipHeadAndBod();


exampl1.png (179.7 kB)
exampl2.png (210.2 kB)
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Answer by Orrib · Jul 07, 2017 at 06:58 PM

Alright, I figured it out. By converting the mouse position to a local position using Transform.InverseTransformPoint I accounted for the rotation.

The New Code:

 // flip bod and head according to mouse position
             if (playerBod.InverseTransformPoint(Input.mousePosition).x -  playerBod.localPosition.x > 0 && !bodFacingRight) //if positive, turn right
                 FlipHeadAndBod();
             else if (playerBod.InverseTransformPoint(Input.mousePosition).x - playerBod.localPosition.x < 0 && bodFacingRight)
                 FlipHeadAndBod();
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avatar image Orrib · Jul 07, 2017 at 07:34 PM 0
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Sorry, it should be playerBod.InverseTransformPoint(Camera.main.ScreenToWorldPoint(Input.mousePosition)).x

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