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Question by melvincostner · Nov 19, 2021 at 11:42 AM · 2drotationmousepositionclampz-axis

2d character, how to limit rotation to z, with character looking left?

When character is facing right the limits are from -45 to 45, and it works correctly!

When the character is facing left the limits don't work well, as from -145 to 145 is practically the full lap, I would need the limits between -145 to -180 and from 145 to 180, at least that's what I have in mind, but I can't solve


 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Bow : MonoBehaviour
 {
 
 
     PlayerController player;
     PlayerInputs inputs;
     PlayerAnimation animations;
 
     public GameObject leftHand;
     public GameObject rightHand;
 
     public float min, max;
 
     public float rotZ;
     Vector3 direction;
 
     private void Awake()
     {
         player = GetComponentInParent<PlayerController>();
         animations = GetComponentInParent<PlayerAnimation>();
         inputs = GetComponentInParent<PlayerInputs>();
     }
 
     // Update is called once per frame
     void Update()
     {
 
         if (inputs.bowPressed)
         {
             animations.SetBow();
         }
 
         if (inputs.bowHeld)
         {
             BowActive();
 
         }
         else
         {
             leftHand.gameObject.SetActive(false);
             rightHand.gameObject.SetActive(false);
         }
 
 
 
 
     }
     void BowActive()
     {
         leftHand.gameObject.SetActive(true);
         rightHand.gameObject.SetActive(true);
 
         direction = Camera.main.ScreenToWorldPoint(Input.mousePosition) - transform.position;
 
         direction.Normalize();
 
 
 
         rotZ = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
 
 
 
         if (player.direction < 0)
         {
             transform.localScale = new Vector3(-1, -1, 1);
             rotZ = Mathf.Clamp(rotZ, min, max);
         }
         if (player.direction > 0)
         {
             transform.localScale = new Vector3(1, 1, 1);
             rotZ = Mathf.Clamp(rotZ, -45, 45);
         }
         transform.rotation = Quaternion.Euler(0f, 0f, rotZ);
 
     }
 
 }
 


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avatar image Bmarlyman21 · Nov 20, 2021 at 06:21 PM 0
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I'm having difficulty understanding what you're asking. If you need two sets of $$anonymous$$ and max values (-145, -180, 145, 180), just set two Vector2 variables instead of 2 floats.

 Vector2 $$anonymous$$, max
 
 $$anonymous$$.x = -145;
 $$anonymous$$.y = -180;
 max.x = 145;
 max.y = 180;

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