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Question by utbalegem · Oct 15, 2020 at 07:43 AM · 2dshooteraiming

Flipping shot point 2d shooter

Im creating a 2D shooter in Unity, and i have the movement script and. the shooting script basically fully complete. But i realized when I'm flipping my character, my shot-points flip erratically, making it so my character is basically shooting 180 degrees from where hes aiming, but flipping back doesnt solve it. Ive been stuck on this for a while, knowing that its probably an extremely simple fix but i cant seem to put my finger on it. Any help is nice.

Heres my aiming code:

      private void Update()
    {
     Vector3 gunPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
     if (gunPos.x < transform.position.x)
     {
         transform.eulerAngles = new Vector3(transform.rotation.x, 180f, transform.rotation.z);
     }
     else
     {
         transform.eulerAngles = new Vector3(transform.rotation.x, 0f, transform.rotation.z);
     }

     Vector3 mousePos = Input.mousePosition;
     Vector3 gunPosition = Camera.main.WorldToScreenPoint(transform.position);
     mousePos.x = mousePos.x - gunPosition.x;
     mousePos.y = mousePos.y - gunPosition.y;
     float gunAngle = Mathf.Atan2(mousePos.y, mousePos.x) * Mathf.Rad2Deg;
     if (Camera.main.ScreenToWorldPoint(Input.mousePosition).x < transform.position.x)
     {
         transform.rotation = Quaternion.Euler(new Vector3(180f, 0f, -gunAngle));
     }
     else
     {
         transform.rotation = Quaternion.Euler(new Vector3(0f, 0f, gunAngle));
     }

And heres my character flip code in my movement script:

      if ((velocity.x > 0 && !facingRight) || (velocity.x < 0 && facingRight))
     {
         flip();
     }

   void flip()
 {
     facingRight = !facingRight;
     Vector2 newScale = transform.localScale;
     newScale.x *= -1;
     transform.localScale = newScale;

 }
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Answer by Odinwastaken · Oct 15, 2020 at 09:13 AM

Are you saying if the player is shooting left/flipped it still shoots right? if so instead of flipping the players scale just rotate the player instead, example.

 //Flipping
 private void Flip() { 
     facingRight = !facingRight;
     transform.Rotate(0f, 180f, 0f);
 }
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avatar image utbalegem · Oct 15, 2020 at 11:42 AM 0
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I tried that, but my shot point (where the bullet instantiates in front of the weapon) is unaltered, and if i rotate it with the weapon it shoots backwards. It also messes with my movement script. $$anonymous$$y weapon is ai$$anonymous$$g at the mouse btw.

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