diff options
author | cross28 <icross028@gmail.com> | 2022-04-15 03:14:32 -0500 |
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committer | cross28 <icross028@gmail.com> | 2022-04-15 03:14:32 -0500 |
commit | 3e2ce2d607eff118e16b9b53fe763f2465e0a8b2 (patch) | |
tree | bc773a5d8222da7455a1256bd1fd0878b14659aa /Assets/Scripts/Actors | |
parent | c86860eb94cd1d3bdd8beda44c2b9faee56a6d99 (diff) |
fix: Firing point on player properly flips depending on direction of movement
Diffstat (limited to 'Assets/Scripts/Actors')
-rw-r--r-- | Assets/Scripts/Actors/Actor.cs | 16 |
1 files changed, 14 insertions, 2 deletions
diff --git a/Assets/Scripts/Actors/Actor.cs b/Assets/Scripts/Actors/Actor.cs index 63854d9..f23f3c6 100644 --- a/Assets/Scripts/Actors/Actor.cs +++ b/Assets/Scripts/Actors/Actor.cs @@ -68,10 +68,22 @@ namespace MontanaJohns.Actors _rigidBody.velocity = Vector2.SmoothDamp(_rigidBody.velocity, target, ref acceleration, .05f); _animator.SetBool("moving", Mathf.Abs(_rigidBody.velocity.x) > 1); - if (_rigidBody.velocity.x < -0.001) + if (_rigidBody.velocity.x < -0.001) { _renderer.flipX = true; - else if (_rigidBody.velocity.x > 0.001) + for (int i = 0; i < transform.childCount; i++) { + var rot = transform.GetChild(i).rotation; + rot.y = 180f; + transform.GetChild(i).rotation = rot; + } + } + else if (_rigidBody.velocity.x > 0.001) { _renderer.flipX = false; + for (int i = 0; i < transform.childCount; i++) { + var rot = transform.GetChild(i).rotation; + rot.y = 0f; + transform.GetChild(i).rotation = rot; + } + } } public virtual void MoveY(float input) { |