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Question by henrytelos · Feb 05, 2018 at 05:15 PM · 2d gameplayerplayer movement

Need a little help converting some line of JS to C#

I know there's a converter out there but I'm more curious as to how to change the lines of code that the converter won't change. I try to work around it, fixing all the errors VB finds, but the result is that my character stops moving and the camera starts to act weird.

A sample of the player movement code in question...

 if(Input.GetKey(moveLeft) == true)
 {
     GetComponent.<Rigidbody2D>().velocity.x -= speed; 
 }

More...

 GetComponent.<Rigidbody2D>().velocity.x *= friction;

How it currently looks like in C#...

 void Start()
 {
     rigi = GetComponent<Rigidbody2D>();
     rigiVel = rigi.velocity;
 }
 
 void Update()
 {
     if(Input.GetKey(moveLeft))
     {
         rigiVel.x -= speed;
     }    
 }


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avatar image TreyH · Feb 05, 2018 at 05:58 PM 0
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Is your camera set up to follow the object being moved here?

avatar image henrytelos TreyH · Feb 05, 2018 at 07:04 PM 0
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Now it is; had the camera follow the player only if the player moved to a certain part of the screen but ultimately decided against it. Thank you for your help anyways.

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Answer by Bunny83 · Feb 05, 2018 at 05:52 PM

As you already did it's recommended to store the Rigidbody2D component reference in a variable. However the velocity is a vector which is a value type. So it's not a reference. Changing the vector does not affect the actual velocity of the rigidbody. You have to re-assign the modified velocity

 Rigidbody2D rb;
 
 void Start()
 {
     rb = GetComponent<Rigidbody2D>();
 }
  
 void Update()
 {
     Vector3 velocity = rb.velocity; // copy current velocity;
     if(Input.GetKey(moveLeft))
     {
         velocity.x -= speed;
     }
     velocity.x *= friction;
     rb.velocity = velocity; // assign it back
 }


This is basically what did happen in the UnityScript code. The UnityScript compiler has some syntactic sugar. When you did:

 rb.velocity.x -= speed;

It actually created this code behind the scenes for you:

 var tmp = rb.velocity;
 tmp.x -= speed;
 rb.velocity = tmp;
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avatar image henrytelos · Feb 05, 2018 at 07:03 PM 0
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Thank you, it's working as intended. Decided to just "glue" the camera into the player ins$$anonymous$$d of it acting like it follows the player after the player goes so far. I also appreciate the elaboration at the end; everything makes sense now.

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