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Question by ReubenClare123 · Jun 19, 2019 at 07:23 PM · movementflippingleftidle

Sprite wont flips left when still. Need Help

Hi guys really need help. when still my sprite flips left and I need him to face the direction I press. Please help. Heres my script.

using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Animations;

public class PlayerPlatformerController : PhysicsObject { [HideInInspector] public bool facingRight = true; [HideInInspector] public bool jump = false;

 public float maxSpeed = 7;
 public float jumpTakeOffSpeed = 7;
 public bool isFacingRight;
 private SpriteRenderer spriteRenderer;
 private Animator animator;

 // Use this for initialization
 void Awake()
 {
     spriteRenderer = GetComponent<SpriteRenderer>();
     animator = GetComponent<Animator>();
 }

 protected override void ComputeVelocity()
 {
     Vector2 move = Vector2.zero;

     move.x = Input.GetAxis("Horizontal");
     move.y = Input.GetAxis("Vertical");

   

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

     
     {
         // Switch the way the player is labelled as facing
         isFacingRight = !isFacingRight;

         // Multiply the player's x local scale by -1
         Vector3 theScale = transform.localScale;
         theScale.x *= 1;
         transform.localScale = theScale;
     }
     {

     
     }

 bool flipSprite = (spriteRenderer.flipX ? (move.x > 0.01f) : (move.x < 0.01f));
     if (flipSprite)
     {
         spriteRenderer.flipX = !spriteRenderer.flipX;
         
     }
     animator.SetBool("grounded", grounded);
     animator.SetFloat("velocityX", Mathf.Abs(velocity.x) / maxSpeed);

     targetVelocity = move * maxSpeed;
 }

}

public class Facing { }

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