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Question by ReubenClare123 · Jul 31, 2019 at 10:53 PM · movementshootingflip

why wont my fire point flip?

Hi guys, im a huge noob and need help. I can shoot in the RIGHT direction fine but when I flip to the LEFT the fireposition doesn't flip and I just shoot myself in the back. Need help, these are my scripts

Player flip script :

     if (Input.GetKeyDown(KeyCode.D))
     {
         mySpriteRenderer.flipX = false;
     }
     else if (Input.GetKeyDown(KeyCode.A))
     {
         mySpriteRenderer.flipX = true;
     }
     }
 }

This is the shoot script:

public class ShootDemo : MonoBehaviour { [SerializeField] GameObject projectilePrefab;

 // Shoot needs to know the direction, so we just ask the renderer if we are flipped
 // Link the player sprite renderer to this in inspector
 [SerializeField] public SpriteRenderer mySpriteRenderer;


 private void Update()
 {
     if (Input.GetKeyDown(KeyCode.K))
     {
         GameObject go = Instantiate(projectilePrefab, transform.position, transform.rotation);

         Rigidbody2D rb2d = go.GetComponent<Rigidbody2D>();

         // Lets get our direction from renderer
         int facing = mySpriteRenderer.flipX == true ? -1 : 1;
         
         rb2d.velocity = transform.TransformDirection(new Vector3(20f, 0, 5f)) * facing;
     }
 }

}

This is the move script:

// Use this for initialization void Start()

 {
     rb = GetComponent<Rigidbody2D>();
     spriteRenderer = GetComponent<SpriteRenderer>();
     animator = GetComponent<Animator>();
     
 }

 void Update()

 {
     Vector2 move = Vector2.zero;

     float horizontal = Input.GetAxis("Horizontal"); // a or left = -1 d or right = 1

     rb.velocity = new Vector2(horizontal * Speed, rb.velocity.y);

     animator.SetFloat("Speed", Mathf.Abs(horizontal));

     if (Input.GetButtonDown("Jump") && grounded)
     {
         velocity.y = jumpTakeOffSpeed;
     }
     else if (Input.GetButtonUp("Jump"))
     {
         if (velocity.y > 0)
         {
             velocity.y = velocity.y * 0.5f;
         }
     }

     animator.SetBool("grounded", grounded);
     animator.SetFloat("velocityX", Mathf.Abs(velocity.x) / maxSpeed);

     targetVelocity = move * maxSpeed;
 }

}

Thanks guys!

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avatar image suIly · Aug 02, 2019 at 03:46 PM 0
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Can you take a picture of the game/scene view please?

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