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I need to make the direction.x negative without the direction.y being negative any help?,Hi so i need to change the direction.x to negative without the direction.y being negative could anyone know how?
this is the script using System.Collections; using System.Collections.Generic; using UnityEngine;
 public class DashMove2 : MonoBehaviour
 {
     private Vector2 targetPos;
     private Vector2 direction;
     public PlayerController pc;
     public float dashRange;
 
     void Update()
     {
         if (Input.GetKeyDown(KeyCode.Space))
         {
             if (pc.facingRight == true)
             {
                 Vector2 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
                 Vector2 myPos = transform.position;
                 Vector2 direction = (mousePos - myPos).normalized;
                 transform.Translate(direction * dashRange);
             }
             else if (pc.facingRight == false)
             {
                 Vector2 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
 
                 Vector2 myPos = transform.position;
                 Vector2 direction = (mousePos - myPos).normalized;
                 transform.Translate(direction * dashRange);
             }
         }
     }
 }
 
basically im trying to do something like a dodge but when i flip my sprite the dodge goes in the wrong direction so i need to make the direction.x negative but i dont know how to split Vector2 into direction.x and direction.y and then put in in the transform.Translate ,this is the script
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class DashMove2 : MonoBehaviour
 {
     private Vector2 targetPos;
     private Vector2 direction;
     public PlayerController pc;
     public float dashRange;
 
     void Update()
     {
         if (Input.GetKeyDown(KeyCode.Space))
         {
             if (pc.facingRight == true)
             {
                 Vector2 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
                 Vector2 myPos = transform.position;
                 Vector2 direction = (mousePos - myPos).normalized;
                 transform.Translate(direction * dashRange);
             }
             else if (pc.facingRight == false)
             {
                 Vector2 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
 
                 Vector2 myPos = transform.position;
                 Vector2 direction = (mousePos - myPos).normalized;
                 transform.Translate(direction * dashRange);
             }
         }
     }
 }
 
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