#nad have flip as the only one in the
1 messages · Page 1 of 1 (latest)
void Update()
{
Vector3 mouseWorldPosition = mainCamera.ScreenToWorldPoint(Input.mousePosition);
//variables created in Update() can only be used in Update()
transform.position = mouseWorldPosition;
Flip();
}
void FixedUpdate()
{
}
private void Flip()
{
if (isFacingRight && Vector3.x < 0f || !isFacingRight && Vector3.x > 0f)
{
isFacingRight = !isFacingRight;
Vector3 localScale = transform.localScale;
localScale.x *= -1f;
transform.localScale = localScale;
}
}
Vector3 mouseWorldPosition;
void Update()
{
mouseWorldPosition = mainCamera.ScreenToWorldPoint(Input.mousePosition);
//variables created in Update() can only be used in Update()
transform.position = mouseWorldPosition;
Flip();
}
void FixedUpdate()
{
}
private void Flip()
{
if ((isFacingRight && mouseWorldPosition.x < 0f) || (!isFacingRight && mouseWorldPosition.x > 0f))
{
isFacingRight = !isFacingRight;
Vector3 localScale = transform.localScale;
localScale.x *= -1f;
transform.localScale = localScale;
}
}
oh
I would also use parenthesis here
omg
no errors in unity
let's see if it works
damn
no flipping action going on
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LookTurn : MonoBehaviour
{
private bool isFacingRight = true;
[SerializeField] private Rigidbody2D rb;
Vector3 mouseWorldPosition;
void Update()
{
Vector3 mouseWorldPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
transform.position = mouseWorldPosition;
Flip();
}
void FixedUpdate()
{
}
private void Flip()
{
if (isFacingRight && mouseWorldPosition.x < 0f || !isFacingRight && mouseWorldPosition.x > 0f)
{
isFacingRight = !isFacingRight;
Vector3 localScale = transform.localScale;
localScale.x *= -1f;
transform.localScale = localScale;
}
}
}
from update ?
yeah