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This question was closed Mar 30, 2020 at 06:45 PM by jmitchgirl for the following reason:

The question is answered, right answer was accepted

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Question by jmitchgirl · Mar 30, 2020 at 05:14 PM · c#slopes

Character Going Sideways Up and Down Slope

I've finally gotten the movement and jumping to work pretty well, but now when I run up my first slope the Character goes sideways from then on. It might be a -x issue going on I'm not too sure.

Here's my Script:

using System.Collections; using System.Collections.Generic; using PathCreation; using UnityEngine;

public class SonicMovement : MonoBehaviour { private Rigidbody2D myRigidbody;

 private Animator myAnimator;

 [SerializeField]
 private float movementSpeed;

 private bool attack;

 private bool facingRight;

 [SerializeField]
 private Transform[] groundPoints;

 [SerializeField]
 private float groundRadius;

 [SerializeField]
 private LayerMask whatIsGround;

 private bool isGrounded;

 private bool jump;

 [SerializeField]
 private bool airControl;

 [SerializeField]
 private float jumpForce;

 public float jumpPower;



 // Start is called before the first frame update
 void Start()
 {
     facingRight = true;
     myRigidbody = GetComponent<Rigidbody2D>();
     myAnimator = GetComponent<Animator>();

     
 }

 void Update()
 {
     HandleInput();

     
 }

 // Update is called once per frame
 void FixedUpdate()
 {
     float horizontal = Input.GetAxis("Horizontal");

     isGrounded = IsGrounded(); 

     HandleMovement(horizontal);

     Flip(horizontal);

     HandleAttacks();

     ResetValues();
    
     

 }

 private void HandleMovement(float horizontal)
 {
     if (!this.myAnimator.GetCurrentAnimatorStateInfo(0).IsTag("SpinDash") && (isGrounded || airControl))
     {
         myRigidbody.velocity = new Vector2(horizontal * movementSpeed, myRigidbody.velocity.y);
     }
     if (isGrounded && jump)
     {
         isGrounded = false;
         myRigidbody.AddForce(new Vector2(0, jumpForce));
     }

    myAnimator.SetFloat("speed", Mathf.Abs(horizontal));
 }

 private void HandleAttacks()
 {
     if (attack && !this.myAnimator.GetCurrentAnimatorStateInfo(0).IsTag("SpinDash"))
     {
         myAnimator.SetTrigger("spin attack");
         myRigidbody.velocity = Vector2.zero;
     }
 }

 private void HandleInput()
 {
     if (Input.GetKeyDown(KeyCode.Space))
         myRigidbody.velocity = new Vector2(myRigidbody.velocity.x, jumpPower);

     if (Input.GetKeyDown(KeyCode.LeftShift))
     {
         jump = true;
     }
     if (Input.GetKeyDown(KeyCode.RightShift))
     {
         attack = true;
     
     }
 }

 private void Flip(float horizontal)
 {
     if (horizontal > 0 && !facingRight || horizontal < 0 && facingRight)
     {
         facingRight = !facingRight;

         Vector3 theScale = transform.localScale;

         theScale.x *= -1;

         transform.localScale = theScale;
     }

 }

 private void ResetValues()
 {
     attack = false;
     jump = false;
     
 }

 private bool IsGrounded()
 {
     if (myRigidbody.velocity.y <= 0)
     {
         foreach (Transform point in groundPoints)
         {
             Collider2D[] colliders = Physics2D.OverlapCircleAll(point.position, groundRadius, whatIsGround);

             for (int i = 0; i < colliders.Length; i++)
             {
                 if (colliders[i].gameObject != gameObject)
                 {
                     return true;
                 }
             }

         }

     }
     return false;
 }

}

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