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Question by thefrogeitan · Jul 24, 2020 at 08:43 AM · movementrotatemathjoystick

how i rotate my player suing the same joystick that i use for moveing

when I use the joystick is crate wired problem when the player doesn't move to the right side but when I remove me tries to rotate the player move in the joystick direction

 using System.Collections;
 using System.Collections.Generic;
 using System.Drawing;
 using Unity.Mathematics;
 using UnityEditor;
 using UnityEditor.Experimental.GraphView;
 using UnityEngine;
 
 public class joystick : MonoBehaviour
   
 {
     public Transform player;
     public float speed;
     private bool touchStart = false;
     private Vector2 pointA;
     private Vector2 pointB;
     public Transform circle;
     public Transform outerCircle;
 
 
 
     // Start is called before the first frame update
     void Start()
     {
         
     }
 
     // Update is called once per frame
     void Update()
     {
         if (Input.GetMouseButtonDown(0))
         {
             pointA = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, Camera.main.transform.position.z));
             circle.GetComponent<SpriteRenderer>().enabled = true;
             outerCircle.GetComponent<SpriteRenderer>().enabled = true;
 
             circle.transform.position = pointA;
             outerCircle.transform.position = pointA;
         }
 
 
         
 
 
 
         if (Input.GetMouseButton(0))
         {
             pointB = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, Camera.main.transform.position.z));
             touchStart = true;
         }
         else
         {
             touchStart = false;
             circle.GetComponent<SpriteRenderer>().enabled = false;
             outerCircle.GetComponent<SpriteRenderer>().enabled = false;
         }
 
     }
 
     private void FixedUpdate()
     {
         if (touchStart)
         {
             Vector2 offset = pointB - pointA;        
             Vector2 direction = Vector3.ClampMagnitude(offset, 1.0f);
             float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg - 90;
             Quaternion angleAxis = Quaternion.AngleAxis(angle, Vector3.forward);
             movePlayer(direction);
             circle.transform.position = new Vector2(pointA.x + direction.x, pointA.y + direction.y);
         }
         if (touchStart)
         {
             Vector2 offset = pointB - pointA;
             Vector2 direction = Vector3.ClampMagnitude(offset, 1.0f);
             float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg - 180;
             Quaternion angleAxis = Quaternion.AngleAxis(angle, Vector3.forward);
             rotatePlayer(angleAxis);
             circle.transform.position = new Vector2(pointA.x + direction.x, pointA.y + direction.y);
 
         }
 
     }
     void movePlayer(Vector2 direction)
     {
         player.Translate(direction * speed * Time.deltaTime);       
     }
     void rotatePlayer(Quaternion angle)
     {
         player.rotation = Quaternion.Slerp(player.rotation, angle, Time.deltaTime * 50);
     }
 
     
 }
 





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