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Question by FinalShroom · Jun 12, 2018 at 06:46 PM · movementtransformscript.movement scripttransform.rotation

RogueLike 2D (Tutorial) Rotation of Player

Hi,

I am looking to improve upon the Roguelike2D tutorial. I want the player and enemies rotate to the direction they are facing before moving. If possible specifically for this tutorial as it uses 1 script for both the player and enemy movement (which most examples I've looked at don't).


Here is the code...


 using UnityEngine;
 using System.Collections;
 
 namespace Completed
 {
     //The abstract keyword enables you to create classes and class members that are incomplete and must be implemented in a derived class.
     public abstract class MovingObject : MonoBehaviour
     {
         public float moveTime = 0.1f;            //Time it will take object to move, in seconds.
         public LayerMask blockingLayer;            //Layer on which collision will be checked.
         
         private BoxCollider2D boxCollider;         //The BoxCollider2D component attached to this object.
         private Rigidbody2D rb2D;                //The Rigidbody2D component attached to this object.
         private float inverseMoveTime;            //Used to make movement more efficient.
         
         //Protected, virtual functions can be overridden by inheriting classes.
         protected virtual void Start ()
         {
             //Get a component reference to this object's BoxCollider2D
             boxCollider = GetComponent <BoxCollider2D> ();
             
             //Get a component reference to this object's Rigidbody2D
             rb2D = GetComponent <Rigidbody2D> ();
             
             //By storing the reciprocal of the move time we can use it by multiplying instead of dividing, this is more efficient.
             inverseMoveTime = 1f / moveTime;
         }
         
         
         //Move returns true if it is able to move and false if not. 
         //Move takes parameters for x direction, y direction and a RaycastHit2D to check collision.
         protected bool Move (int xDir, int yDir, out RaycastHit2D hit)
         {
             //Store start position to move from, based on objects current transform position.
             Vector2 start = transform.position;
             
             
             // Calculate end position based on the direction parameters passed in when calling Move.
             Vector2 end = start + new Vector2 (xDir, yDir);
             
             
             
             //Disable the boxCollider so that linecast doesn't hit this object's own collider.
             boxCollider.enabled = false;
             
             //Cast a line from start point to end point checking collision on blockingLayer.
             hit = Physics2D.Linecast (start, end, blockingLayer);
             
             //Re-enable boxCollider after linecast
             boxCollider.enabled = true;
             
             //Check if anything was hit
             if(hit.transform == null)
             {
                 //If nothing was hit, start SmoothMovement co-routine passing in the Vector2 end as destination
                 StartCoroutine (SmoothMovement (end));
                 
                 //Return true to say that Move was successful
                 return true;
             }
             
             //If something was hit, return false, Move was unsuccesful.
             return false;
         }
         
         
         //Co-routine for moving units from one space to next, takes a parameter end to specify where to move to.
         protected IEnumerator SmoothMovement (Vector3 end)
         {
             //Calculate the remaining distance to move based on the square magnitude of the difference between current position and end parameter. 
             //Square magnitude is used instead of magnitude because it's computationally cheaper.
             float sqrRemainingDistance = (transform.position - end).sqrMagnitude;
             
             //While that distance is greater than a very small amount (Epsilon, almost zero):
             while(sqrRemainingDistance > float.Epsilon)
             {
                 //Find a new position proportionally closer to the end, based on the moveTime
                 Vector3 newPostion = Vector3.MoveTowards(rb2D.position, end, inverseMoveTime * Time.deltaTime);
                 
                 //Call MovePosition on attached Rigidbody2D and move it to the calculated position.
                 rb2D.MovePosition (newPostion);
                 
                 //Recalculate the remaining distance after moving.
                 sqrRemainingDistance = (transform.position - end).sqrMagnitude;
                 
                 //Return and loop until sqrRemainingDistance is close enough to zero to end the function
                 yield return null;
             }
         }
         
         //The virtual keyword means AttemptMove can be overridden by inheriting classes using the override keyword.
         //AttemptMove takes a generic parameter T to specify the type of component we expect our unit to interact with if blocked (Player for Enemies, Wall for Player).
         protected virtual void AttemptMove <T> (int xDir, int yDir)
             where T : Component
         {
             //Hit will store whatever our linecast hits when Move is called.
             RaycastHit2D hit;
             
             //Set canMove to true if Move was successful, false if failed.
             bool canMove = Move (xDir, yDir, out hit);
             
             //Check if nothing was hit by linecast
             if(hit.transform == null)
                 //If nothing was hit, return and don't execute further code.
                 return;
             
             //Get a component reference to the component of type T attached to the object that was hit
             T hitComponent = hit.transform.GetComponent <T> ();
             
             //If canMove is false and hitComponent is not equal to null, meaning MovingObject is blocked and has hit something it can interact with.
             if(!canMove && hitComponent != null)
                 
                 //Call the OnCantMove function and pass it hitComponent as a parameter.
                 OnCantMove (hitComponent);
         }
         
         //The abstract modifier indicates that the thing being modified has a missing or incomplete implementation.
         //OnCantMove will be overriden by functions in the inheriting classes.
         protected abstract void OnCantMove <T> (T component)
             where T : Component;
     }
 }
 

Thanks in advance for any help provided.

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Answer by FinalShroom · Jun 13, 2018 at 02:26 PM

Fixed. Added new script called Rotation here is the code if anyone needs.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Rotation : MonoBehaviour {
         
         Direction currentDir;
         Vector2 input;
         bool isMoving = false;
         Vector3 startPos;
         Vector3 endPos;
         float t;
         
         public Sprite northSprite;
         public Sprite eastSprite;
         public Sprite southSprite;
         public Sprite westSprite;
         
         public float walkSpeed;
         
         public bool isAllowedToMove = true;
         
         void Start()
         {
             isAllowedToMove = true;
         }
         
         void Update () { 
             
             if(!isMoving && isAllowedToMove)
             {
                 input = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"));
                 if (Mathf.Abs(input.x) > Mathf.Abs(input.y))
                     input.y = 0;
                 else
                     input.x = 0;
                 
                 if(input != Vector2.zero)
                 {
                     
                     if(input.x < 0)
                     {
                         currentDir = Direction.West;
                     }
                     if(input.x > 0)
                     {
                         currentDir = Direction.East;
                     }
                     if(input.y < 0)
                     {
                         currentDir = Direction.South;
                     }
                     if (input.y > 0)
                     {
                         currentDir = Direction.North;
                     }
                     
                     switch(currentDir)
                     {
                     case Direction.North:
                         gameObject.GetComponent<SpriteRenderer>().sprite = northSprite;
                         break;
                     case Direction.East:
                         gameObject.GetComponent<SpriteRenderer>().sprite = eastSprite;
                         break;
                     case Direction.South:
                         gameObject.GetComponent<SpriteRenderer>().sprite = southSprite;
                         break;
                     case Direction.West:
                         gameObject.GetComponent<SpriteRenderer>().sprite = westSprite;
                         break;
                     }
                     
                 }
                 
             }
             
         }
 }    
 enum Dir
 {
     North,
     East,
     South,
     West
 }
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