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Question by vineeth25 · Oct 10, 2017 at 12:57 AM · unity 2d

Unable to shoot in the direction my sprite is facing

 public var bullet : GameObject;
 public var speed = 20;
 public var up :Sprite;
 public var right :Sprite;
 public var left :Sprite;
 public var down :Sprite;
 public var UpRight :Sprite;
 public var Upleft :Sprite;
 public var downleft :Sprite;
 public var downRight :Sprite;
 private var currentDirection = Vector3.zero;
 var health = 3;
 var lastShot = 0;
 function Start () {
 
 }

 function Update () {
 lastShot++;
 var r2d : Rigidbody2D = GetComponent("Rigidbody2D");
 var pos = Camera.main.WorldToViewportPoint(transform.position);
 var horizontal =Input.GetAxis("P2Horizontal");
 var vertical = Input.GetAxis("P2Vertical");
 var movement = new Vector2(horizontal, vertical);
 r2d.AddForce(movement * speed);
 if (Input.GetKeyUp("right") && pos.x < .91)
 {
             
         if(r2d.velocity.y > 0)
         {
             GetComponent(SpriteRenderer).sprite = UpRight;
         }
         else if(r2d.velocity.y < 0 )
         {
             GetComponent(SpriteRenderer).sprite = downRight;
         }
         else
         {
             GetComponent(SpriteRenderer).sprite = right;
         }
         r2d.velocity = new Vector3(0f, r2d.velocity.y);
 }
 else if (Input.GetKeyUp("left") && pos.x > 0.09){
 r2d.velocity.x = (-1) * speed;
     if(r2d.velocity.y > 0)
         {
             GetComponent(SpriteRenderer).sprite = Upleft;
         }
         else if(r2d.velocity.y < 0 )
         {
             GetComponent(SpriteRenderer).sprite = downleft;
         }
         else
         {
             GetComponent(SpriteRenderer).sprite = left;
         }
         
         r2d.velocity = new Vector3(0f, r2d.velocity.y);
 }
 else
 {
     //r2d.velocity.x = 0;
 }
 if (Input.GetKeyUp("up") && pos.y< .90)
 {
     
     if(r2d.velocity.x > 0)
         {
             GetComponent(SpriteRenderer).sprite = UpRight;
         }
         else if(r2d.velocity.x < 0 )
         {
             GetComponent(SpriteRenderer).sprite = Upleft;
         }
         else
         {
             GetComponent(SpriteRenderer).sprite = up;
         }r2d.velocity = new Vector2(r2d.velocity.x, 0f);

 }
 else if (Input.GetKeyUp("down") && pos.y > .09)
 {
     r2d.velocity.y = (-1) * speed;
         if(r2d.velocity.x > 0)
         {
             GetComponent(SpriteRenderer).sprite = downRight;
         }
         else if(r2d.velocity.x < 0 )
         {
             GetComponent(SpriteRenderer).sprite = downleft;
         }
         else
         {
             GetComponent(SpriteRenderer).sprite = down;
         }
         r2d.velocity = new Vector2(r2d.velocity.x, 0f);
 }
 else
 {
 //    r2d.velocity.y = 0;
 }
 if (Input.GetKeyDown("return")) {
     if(lastShot > 70)
     {
         var bullet  = Instantiate(bullet,transform.position, Quaternion.identity);
         var velocity = bullet.GetComponent(Rigidbody2D);
         velocity.velocity = Vector2.zero;
         lastShot = 0;
     }
 }
     }

By bullet code is:

 public var speed : int = 0;

 function Start () {
 var r2d : Rigidbody2D = GetComponent("Rigidbody2D");
 r2d.position.y += .2;
 r2d.velocity.x=speed ;
 }

 function OnBecameInvisible() {
 // destroy the bullet

 Destroy(gameObject);
 }


 function Update () {    
 
 //transform.Translate(transform.forward * Time.deltaTime);
 }
 function OnTriggerEnter2D(collider:Collider2D) {
 // Name of the object that collided with the enemy

 var name = collider.gameObject.tag;
 Debug.Log("collider");
 Debug.Log(name);
 if (name == "P1") {
     Destroy(gameObject);
     var obj = collider.gameObject.GetComponent(Assult);
     obj.removeHealth();
     //var ls:UnityEngine.SceneManagement.SceneManager;

     //ls.LoadScene("Menu");
 }
 else if(name == "barricade")
 {
     Destroy(gameObject);

 }
 }
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