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Question by CrisisMode · Sep 21, 2015 at 01:24 AM · 2d gametop down

Top Down 2D, facing direction bools

Hello,

I am in the process of developing a top down game and have the following script for my player/ controller:

 using UnityEngine;
 using System.Collections;
 
 public class Player : MonoBehaviour {
 
     public float speed;
 
     private float runSpeed;
     private bool interact = false;
 
     private Animator animator;
 
     private BoxCollider2D collider2D;
     
     private bool facingUp = false;
     private bool facingDown = true;
     private bool facingRight = false;
     private bool facingLeft = false;
     
     public bool IsDead { get; private set; }
 
     void Awake(){
 
 
     }
 
     void Start(){
 
         runSpeed = speed * 4;
 
     }
 
     void Update(){
     
 
     }
     
     void FixedUpdate () {
 
         if (Input.GetKey (KeyCode.D)) {
             GetComponent<Rigidbody2D> ().AddForce (Vector2.right * speed);
 
             facingRight = true;
             facingLeft = false;
             facingDown = false;
             facingUp = false;
 
         } else if (Input.GetKey (KeyCode.A)) {
             GetComponent<Rigidbody2D> ().AddForce (-Vector2.right * speed);
 
             facingRight = false;
             facingLeft = true;
             facingDown = false;
             facingUp = false;
 
         } else if (Input.GetKey (KeyCode.W)) {
             GetComponent<Rigidbody2D> ().AddForce (Vector2.up * speed);
 
             facingRight = false;
             facingLeft = false;
             facingDown = false;
             facingUp = true;
 
         } else if (Input.GetKey (KeyCode.S)) {
             GetComponent<Rigidbody2D> ().AddForce (-Vector2.up * speed);
 
             facingRight = false;
             facingLeft = false;
             facingDown = true;
             facingUp = false;
 
         }
 
         if (Input.GetKey (KeyCode.Space)) {
             speed = runSpeed;
 
         } 
 
         if (Input.GetKeyUp (KeyCode.Space)) {
             speed = 30;
         }
 
         if (Input.GetKey (KeyCode.E)) {
             interact = true;
 
             Debug.Log ("Interacted with something!");
     
         } else if (Input.GetKeyUp (KeyCode.E)) {
             interact = false;
 
             Debug.Log ("You are no longer interacting with something.");
 
         }
     }
 
         public void RespawnAt(Transform spawnPoint)
 
         {
 
             gameObject.SetActive (true);
             
             if (facingDown = false)
                 Flip ();
             IsDead = false;
             GetComponent<Collider2D>().enabled = true;
 
             transform.position = spawnPoint.position;
             
         }
 
     private void Flip(){
 
         GetComponent<Rigidbody2D>().transform.position = new Vector3 (-transform.localScale.x, -transform.localScale.y, transform.localScale.z);
         facingDown = GetComponent<Rigidbody2D>();
         
     }
 
     public void Kill()
 
     {
         
         gameObject.SetActive (false);
 
         GetComponent<Collider2D>().enabled = false;
         IsDead = true;
 
 
     }
 
     
     void OnTriggerEnter2D(Collider2D other)
     {
         if (other.transform.tag == "Goal") {
             GameManager.CompleteLevel ();
         }
         
     }
     
 }

I want these bools in place because they would seem important when it comes time to do my animations. It also seems important come 'respawn time'... however I keep getting warnings that say these bools are not assigned? I have assigned them according to movement keys I thought. And I also use 'facingDown' in my RespawnAt function. I am still learning and would really like to understand what I am doing wrong. Or how I can be describing these bools to the computer in a way that really makes sense.

It also is telling me that I have not assigned interact. I have plans to create a separate script for interact and call that function from that script, which I assume would take care of that warning.

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