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Question by Mjsmitty · May 06, 2018 at 07:33 AM · c#camerascript.worldspace

Local player always on bottom

I am trying to create a 1v1 turn based game where the local player is always on the bottom of the screen(as seen in the screen shots below). I need the world to flip based on which player you all because I limited the rotation of the player but the top player seemed to be backwards.


Red is player 1 and green is player 2

alt textPlayer 1 view alt textPlayer 2 view


 void Dragging(){
     Vector3 mouseWorldPoint = Camera.main.ScreenToWorldPoint (Input.mousePosition);
 
     Vector2 cannonToMouse = mouseWorldPoint - this.transform.position;
 
     rayToMouse.direction = cannonToMouse;
 
     float num = cannonToMouse.sqrMagnitude;
 
     arrow.value = num;
 
     Quaternion q = Quaternion.FromToRotation(this.transform.position, rayToMouse.direction);
     Vector3 v3Euler = q.eulerAngles;
 
     if (v3Euler.z > maxRotation && v3Euler.z <= 180f)
         v3Euler.z = maxRotation;
     else if (v3Euler.z < minRotation && v3Euler.z > 180f)
         v3Euler.z = minRotation;
     if (mouseWorldPoint.y <= this.transform.position.y) {
         this.transform.eulerAngles = v3Euler;
     }
 }


This is the code that controls the players rotation and the arrows length.


screen-shot-2018-05-05-at-114616-pm.png (181.5 kB)
screen-shot-2018-05-05-at-114648-pm.png (177.0 kB)
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Answer by Hassurunous · May 10, 2018 at 01:12 AM

You could probably get away with simply rotating the camera, depending on how you have the game set up.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class CameraRotate : MonoBehaviour {
 
     bool rotated = false;
 
     public void RotateCamera()
     {
         Vector3 currentRotation = Camera.main.transform.rotation.eulerAngles;
 
         Vector3 newRotation = Vector3.zero;
 
         if (rotated)
         {
             newRotation = new Vector3(currentRotation.x, currentRotation.y, 0);
         } else
         {
             newRotation = new Vector3(currentRotation.x, currentRotation.y, 180);
         }
 
         Camera.main.transform.Rotate(newRotation);
     }
 }
 

If you want it to look smoother, you can always throw a lerp into the rotation as well.

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avatar image Mjsmitty · May 11, 2018 at 01:10 AM 0
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@Hassurunous I do believe I can rotate the camera but that cause the problem with my rotation script for my player. I seem to need a way to reverse this part of my code for player 2.

 void Dragging(){
         Vector3 mouseWorldPoint = Camera.main.ScreenToWorldPoint (Input.mousePosition);
 
         Vector2 cannonTo$$anonymous$$ouse = mouseWorldPoint - this.transform.position;
 
         rayTo$$anonymous$$ouse.direction = cannonTo$$anonymous$$ouse;
 
         float num = cannonTo$$anonymous$$ouse.sqr$$anonymous$$agnitude;
 
         arrow.value = num;
 
         Quaternion q = Quaternion.FromToRotation(this.transform.position, rayTo$$anonymous$$ouse.direction);
         Vector3 v3Euler = q.eulerAngles;
 
         if (v3Euler.z > maxRotation && v3Euler.z <= limiter)
             v3Euler.z = maxRotation;
         else if (v3Euler.z < $$anonymous$$Rotation && v3Euler.z > limiter)
             v3Euler.z = $$anonymous$$Rotation;
         if (mouseWorldPoint.y <= this.transform.position.y) {
             this.transform.eulerAngles = v3Euler;
         }
     }

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