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Question by AndrewRyan · Dec 13, 2014 at 01:35 AM · 2drotationmathfanglesdegrees

Clamp rotation of sprite?

Hi,

I'm making a 2d archery game. The player character sprite is made up of many sprites. I'm trying to clamp the rotation of the body sprite of the player so that he looks at where his bow is pointing. I'm having trouble clamping his rotation when flipped.

I can sucessfully clamp when the player is facing right(15-80), but when facing left, the degrees goes from 90 to 0 then further to -345, which cannot seemingly be clamped without glitching.

Here is my code as it stands:

 //the vector for the players facing
                 Vector3 direction = new Vector3();
 
                 //the direction of the projectile is the position difference between the target and origin
                 Vector2 dir = target - _body.transform.position;
                 float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg;
 
                 if(_player.facingLeft == false)
                 {
                     direction = Vector3.forward;
                     angle = Mathf.Clamp(angle, -15, 80);
                 }
                 else if(_player.facingLeft == true)
                 {
                     direction = Vector3.back;
                     angle += 180;
                     //angle = Mathf.Clamp(angle, min, max); //none of these values seem to clamp
                 }
 
                 //rotate body sprite
                 _body.transform.rotation = Quaternion.AngleAxis(angle, direction);
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