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Making my 2d character's arm follow the mouse, scrpit not working, please help :c
Hey! So I followed brackeys tutorial and laso used the unity's 2d-game sample. The thing is that I want to make the arm rotate acording to the mouse's position. hovever it's not working and just makes the arm fall down and ''dingle'' for a bit. I checked everything he wrote over and over again, and it seems to be working for everyone exept me :C Could anyone please help me?
This is the code for the Arm rotation
Graphic = The player/character
using UnityEngine;
using System.Collections;
public class ArmRotation : MonoBehaviour {
public int rotationOffset = 90;
// Update is called once per frame
void Update () {
// subtracting the position of the player from the mouse position.
Vector3 difference = Camera.main.ScreenToWorldPoint (Input.mousePosition) - transform.position;
difference.Normalize (); // normalizing the vector. Meaning that all the sum of the vector will be equal to 1.
float rotZ = Mathf.Atan2 (difference.y, difference.x) * Mathf.Rad2Deg; //find the angle in degrees
transform.rotation = Quaternion.Euler (0f, 0f, rotZ + rotationOffset);
}
}
This is the code for the player movements (changed the script to make the arm not flip with the character)(only changed at the bottom and close to the top)
[SerializeField] float maxSpeed = 10f; // The fastest the player can travel in the x axis.
[SerializeField] float jumpForce = 400f; // Amount of force added when the player jumps.
[Range(0, 1)]
[SerializeField] float crouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100%
[SerializeField] bool airControl = false; // Whether or not a player can steer while jumping;
[SerializeField] LayerMask whatIsGround; // A mask determining what is ground to the character
Transform groundCheck; // A position marking where to check if the player is grounded.
float groundedRadius = .2f; // Radius of the overlap circle to determine if grounded
bool grounded = false; // Whether or not the player is grounded.
Transform ceilingCheck; // A position marking where to check for ceilings
float ceilingRadius = .01f; // Radius of the overlap circle to determine if the player can stand up
Animator anim; // Reference to the player's animator component.
Transform playerGraphics; // Reference to the Graphics so we can change direction
void Awake()
{
// Setting up references.
groundCheck = transform.Find("GroundCheck");
ceilingCheck = transform.Find("CeilingCheck");
anim = GetComponent<Animator>();
playerGraphics = transform.FindChild ("Graphics");
if (playerGraphics == null)
{
Debug.LogError ("Dont freak out! There is no 'Graphics' object as a child of the player");
}
}
void FixedUpdate()
{
// The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
grounded = Physics2D.OverlapCircle(groundCheck.position, groundedRadius, whatIsGround);
anim.SetBool("Ground", grounded);
// Set the vertical animation
anim.SetFloat("vSpeed", rigidbody2D.velocity.y);
}
public void Move(float move, bool crouch, bool jump)
{
// If crouching, check to see if the character can stand up
if(!crouch && anim.GetBool("Crouch"))
{
// If the character has a ceiling preventing them from standing up, keep them crouching
if( Physics2D.OverlapCircle(ceilingCheck.position, ceilingRadius, whatIsGround))
crouch = true;
}
// Set whether or not the character is crouching in the animator
anim.SetBool("Crouch", crouch);
//only control the player if grounded or airControl is turned on
if(grounded || airControl)
{
// Reduce the speed if crouching by the crouchSpeed multiplier
move = (crouch ? move * crouchSpeed : move);
// The Speed animator parameter is set to the absolute value of the horizontal input.
anim.SetFloat("Speed", Mathf.Abs(move));
// Move the character
rigidbody2D.velocity = new Vector2(move * maxSpeed, rigidbody2D.velocity.y);
// If the input is moving the player right and the player is facing left...
if(move > 0 && !facingRight)
// ... flip the player.
Flip();
// Otherwise if the input is moving the player left and the player is facing right...
else if(move < 0 && facingRight)
// ... flip the player.
Flip();
}
// If the player should jump...
if (grounded && jump) {
// Add a vertical force to the player.
anim.SetBool("Ground", false);
rigidbody2D.AddForce(new Vector2(0f, jumpForce));
}
}
void Flip ()
{
// Switch the way the player is labelled as facing.
facingRight = !facingRight;
// Multiply the player's x local scale by -1.
Vector3 theScale = playerGraphics.localScale;
theScale.x *= -1;
playerGraphics.localScale = theScale;
}
}
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