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Question by taman · Nov 27, 2014 at 02:40 PM · playerdirectionprojectileshootx

player shoot projectile in one direction (x)

Hello, I have a small problem. My player is shooting in one direction, and I use this script for projectile:

using UnityEngine; using System.Collections;

public class Shooting : MonoBehaviour {

 public Transform shootOutOf;

 public GameObject shootObj;
 public bool shooting; 
 public float speed; 
 public float rateOfFire; 

 

 // Use this for initialization
 void Start () {
 }
 

 void Update () {

     if (Input.GetButtonDown ("Shoot")) 
     {
 
         StartCoroutine(Fire());
             }
 
 }

 IEnumerator Fire()
 {
     if (!shooting) 
     {
         shooting = true;
         GameObject projectile = Instantiate(shootObj, shootOutOf.position, shootOutOf.rotation) as GameObject;
         projectile.rigidbody2D.velocity = new Vector2(3, speed);
         yield return new WaitForSeconds(rateOfFire);
         shooting = false; 
         }

} }

On the prefab of the projectile I have 2d box collider and rigidbody. I assume that solution is in "IEnumerator Fire()" but I dont know the magic sentence. If you can help that will be great. Thanks in advance.

Pc. In player script this is the method I used for moving the player:

void Movement ()

 {
             anim.SetFloat ("speed", Mathf.Abs (Input.GetAxis ("Horizontal")));

             if (Input.GetAxisRaw ("Horizontal") > 0) {
                     transform.Translate (Vector3.right * speed * Time.deltaTime);
                     transform.eulerAngles = new Vector2 (0, 0); 
             }
             if (Input.GetAxisRaw ("Horizontal") < 0) {
                     transform.Translate (Vector3.right * speed * Time.deltaTime);
                     transform.eulerAngles = new Vector2 (0, 180); 
             }
             if (Input.GetKeyDown (KeyCode.Space) && grounded) {
                     rigidbody2D.AddForce (transform.up * 200f);
                     jumpTime = jumpDelay;  
                     anim.SetTrigger ("Jump"); 
                     jumped = true; 

             }
             jumpTime -= Time.deltaTime; 
             if (jumpTime <= 0 && grounded && jumped) {
                     anim.SetTrigger ("Land");
                     jumped = false; 
             }



So when I go to the right player shoots normal, but when I go left, player still shoots right.

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