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Following the mouse Cursor does not work correctly after Flip() Function
Hi, I am working on a simple 2D Game right now. I use a function called flip() to let the charakter always look to the side I am walking to. He carries a weapon and the weapon should always point in direction of the mouse pointer. When I'm walking to the right, it works but when I walk to the left and the Flip function kicks in, the Weapon is moving exactly to the opposite site of the mouse pointer. I tried to change something with the calculation which determines the angle, but I couldnt figure it out correctly... I added the code below. I hope someone can help me!
PLAYER CODE:
using UnityEngine;
namespace UnitySampleAssets._2D
{
public class PlatformerCharacter2D : MonoBehaviour
{
private bool facingRight = true; // For determining which way the player is currently facing.
[SerializeField] private float maxSpeed = 10f; // The fastest the player can travel in the x axis.
[SerializeField] private float jumpForce = 400f; // Amount of force added when the player jumps.
[Range(0, 1)] [SerializeField] private float crouchSpeed = .36f;
// Amount of maxSpeed applied to crouching movement. 1 = 100%
[SerializeField] private bool airControl = false; // Whether or not a player can steer while jumping;
[SerializeField] private LayerMask whatIsGround; // A mask determining what is ground to the character
private Transform groundCheck; // A position marking where to check if the player is grounded.
private float groundedRadius = .2f; // Radius of the overlap circle to determine if grounded
private bool grounded = false; // Whether or not the player is grounded.
private Transform ceilingCheck; // A position marking where to check for ceilings
private float ceilingRadius = .01f; // Radius of the overlap circle to determine if the player can stand up
private Animator anim; // Reference to the player's animator component.
Transform playerGraphics; //reference to graphics
private void Awake()
{
// Setting up references.
groundCheck = transform.Find("GroundCheck");
ceilingCheck = transform.Find("CeilingCheck");
anim = GetComponent<Animator>();
//playerGraphics=transform.FindChild("Graphics");
playerGraphics=transform.FindChild("Graphics");
if(playerGraphics==null){
Debug.Log("fehler mit grafik, platformchar 2d");
}
}
private 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", GetComponent<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
GetComponent<Rigidbody2D>().velocity = new Vector2(move*maxSpeed, GetComponent<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 && anim.GetBool("Ground"))
{
// Add a vertical force to the player.
grounded = false;
anim.SetBool("Ground", false);
GetComponent<Rigidbody2D>().AddForce(new Vector2(0f, jumpForce));
}
}
private 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;
}
}
}
ARM ROTATION CODE:
using UnityEngine;
using System.Collections;
public class ArmRotation : MonoBehaviour {
public int rotationOffset;
// 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);
}
}
Is the "weapon" a child of the player's transform? If not, you should not expect it to "flip" with the player.
The weapon is not a direct child of the Player. If I make it a direct child of Player, the flip does not work for the arm. This is my hierachy:
Okay, after re-reading the question, I recognize that my original comment was meaningless. Apologies for the confusion,
I don't really understand the desired behavior. In every game I've seen which involves a 2d character holding a weapon that tracks the mouse, the player always faces the mouse position, not his movement direction.
Otherwise, in cases where the pointer is "behind" the player, their arm(s) will contort in a very unnatural way to achieve the aim-at-mouse behavior. Unless you have a very specific and novel way to get around this, I can't imagine why you'd want them to not face the mouse.
e.g. if the cursor is to the right of the player on the screen, they're facing right, and vise-versa.
Perhaps I am not fully understanding the issue. Can you take another shot at explaining your desired outcome?
I've figured out how to solve the problem. The solution was, to check if the charakter is "flipped" and then to say rotZ=180-rotZ; and use the transform.rotation with this rotZ variable. Anyway... I still have the problem, that after the rotation the bullets that I spawn dont fly in the good direction! I have opened another thread for it here: http://answers.unity3d.com/questions/950341/following-the-mouse-cursor-does-not-work-correctly.html
Id be glad if you could review this one also! Thanks in advance!!
Sorry, wrong link. This is the good one: http://answers.unity3d.com/questions/950860/instantiation-does-not-work-image-attached.html