'How can I refactor my 2d unity movement script to resolve the behavioral issues I have?
Below is the code I've written for my 2D movement:
void HandleInput()
{
float verticalMoveAmount = Input.GetAxis("Vertical") * playerSpeed * Time.deltaTime;
float horizontalMoveAmount = Input.GetAxis("Horizontal") * playerSpeed * Time.deltaTime;
if (facingRight)
{
transform.Translate(horizontalMoveAmount, verticalMoveAmount, 0);
}
else
{
transform.Translate(-horizontalMoveAmount, verticalMoveAmount, 0);
}
if (horizontalMoveAmount > 0 && !facingRight)
{
Flip();
}
else if (horizontalMoveAmount < 0 && facingRight)
{
Flip();
}
if (Input.GetKeyDown(KeyCode.Space) && hasBall)
{
Shoot();
}
}
void Flip()
{
facingRight = !facingRight;
transform.Rotate(0f, 180f, 0f);
}
I have the below problems though:
- I have a Cinemachine virtual camera following the player around. However, whenever the player changes direction they vanish from the camera view. I think this is something to do with the Flip(), but I don't know why or how to fix it.
- The if statement for if facingRight where I have to use negative movement on the horizontal axis, this feels like a really poor way to handle it, but if I don't do that I can't move left when the player changes directions to the left. Is there a better way I can do this?
Thank you in advance.
Sources
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