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Question by SmashingSuccess · Dec 14, 2014 at 10:04 PM · dashrelative positionsimple fix

Dashing relative to the player

The transform keeps moving the player to a spot around the origin instead of relative to the player. This seems like a simple fix, but for the life of me I can't find it.

 #pragma strict
 
 var moveLeft : KeyCode;
 var moveRight : KeyCode;
 var moveJump : KeyCode;
 var moveDown : KeyCode;
 var dashToggle : KeyCode;
 
 var dashMax : float = 2;
 var dashCharges : float = 2;
 var dashDistance : float = 20;
 var JumpHeight : float = 20;
 var speed : float = 10;
 
 private var isFalling = false;
 
 function Update () 
 {
     if (Input.GetKeyDown(moveJump) && isFalling == false && !(Input.GetKey(dashToggle)))
     {
         rigidbody2D.velocity.y =  JumpHeight;    
         isFalling = true;
     }
     
     if (Input.GetKey(moveRight))
     {
         rigidbody2D.velocity.x = speed;
     }
     
     else if (Input.GetKey(moveLeft))
     {
         rigidbody2D.velocity.x = speed *-1;
     }
     
     else
     {
         rigidbody2D.velocity.x = 0;
     }
     if(Input.GetKey(dashToggle) && Input.GetKeyDown(moveJump) && dashCharges >=1)
     {
         rigidbody2D.transform.localPosition = Vector2(0,dashDistance);
 
         dashCharges -= 1;
     }    
     if(Input.GetKey(dashToggle) && Input.GetKeyDown(moveLeft) && dashCharges >=1)
     {
         rigidbody2D.transform.localPosition = Vector2(dashDistance,0);
 
         dashCharges -= 1;
     }    
     if(Input.GetKey(dashToggle) && Input.GetKeyDown(moveRight) && dashCharges >=1)
     {
         rigidbody2D.transform.localPosition = Vector2(dashDistance,0);
 
         dashCharges -= 1;
     }    
     if(Input.GetKey(dashToggle) && Input.GetKeyDown(moveDown) && dashCharges >=1)
     {
         rigidbody2D.transform.localPosition = Vector2(0,-dashDistance);
 
         dashCharges -= 1;
     }    
 
 }

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Answer by SmashingSuccess · Dec 14, 2014 at 11:09 PM

Nevermind. I solved my own problem by changing it to:

 #pragma strict
 
 var moveLeft : KeyCode;
 var moveRight : KeyCode;
 var moveJump : KeyCode;
 var moveDown : KeyCode;
 var dashToggle : KeyCode;
 
 var dashMax : float = 2;
 var dashCharges : float = 2;
 var dashDistance : float = 20;
 var JumpHeight : float = 20;
 var speed : float = 10;
 
 private var isFalling = false;
 
 function Update () 
 {
     if (Input.GetKeyDown(moveJump) && isFalling == false && !(Input.GetKey(dashToggle)))
     {
         rigidbody2D.velocity.y =  JumpHeight;    
         isFalling = true;
     }
     
     if (Input.GetKey(moveRight))
     {
         rigidbody2D.velocity.x = speed;
     }
     
     else if (Input.GetKey(moveLeft))
     {
         rigidbody2D.velocity.x = speed *-1;
     }
     
     else
     {
         rigidbody2D.velocity.x = 0;
     }
     if(Input.GetKey(dashToggle) && Input.GetKeyDown(moveJump) && dashCharges >=1)
     {
         rigidbody2D.transform.position.y += dashDistance;
 
         dashCharges -= 1;
     }    
     if(Input.GetKey(dashToggle) && Input.GetKeyDown(moveLeft) && dashCharges >=1)
     {
         rigidbody2D.transform.position.x -= dashDistance;
 
         dashCharges -= 1;
     }    
     if(Input.GetKey(dashToggle) && Input.GetKeyDown(moveRight) && dashCharges >=1)
     {
         rigidbody2D.transform.position.x += dashDistance;
 
         dashCharges -= 1;
     }    
     if(Input.GetKey(dashToggle) && Input.GetKeyDown(moveDown) && dashCharges >=1)
     {
         rigidbody2D.transform.position.y -= dashDistance;
 
         dashCharges -= 1;
     }    
 
 }

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