using System.Collections;

using System.Collections.Generic;

using UnityEngine;


public class Forever_MoveH_OnCollision_Flip : MonoBehaviour

{


ย  ย  public float speed = 1;


ย  ย  Rigidbody2D rbody;


ย  ย  void Start()

ย  ย  {

ย  ย  ย  ย  rbody = GetComponent<Rigidbody2D>();

ย  ย  ย  ย  rbody.gravityScale = 0;

ย  ย  ย  ย  rbody.constraints = RigidbodyConstraints2D.FreezeRotation;

ย  ย  }


ย  ย  void FixedUpdate()

ย  ย  {

ย  ย  ย  ย  rbody.velocity = new Vector2(speed, 0);


ย  ย  }

ย  ย  void OnCollisionEnter2D(Collision2D collision)

ย  ย  {

ย  ย  ย  ย  speed = -speed;

ย  ย  ย  ย  this.GetComponent<SpriteRenderer>().flipX = (speed < 0);

ย  ย  }

}




์ง€๊ธˆ ์–‘์ชฝ์— ๋ฒฝ์„ ๋งŒ๋“ค๊ณ  ์บ๋ฆญํ„ฐ๊ฐ€ ์ž๋™์œผ๋กœ ๋ฒฝ์„ ์ธ์‹ํ•ด์„œ ์™€๋ฆฌ๊ฐ€๋ฆฌ ํ•˜๋Š” ๊ฒƒ์„ ๋งŒ๋“œ๋Š”๋ฐ์š”

this.GetComponent<SpriteRenderer>().flipX =ย (speed < 0);
์ด ๋ถ€๋ถ„
this.GetComponent<SpriteRenderer>().flipX = true;

์ด๋ ‡๊ฒŒ ๋ฐ”๊ฟ”๋„ ์ƒ๊ด€ ์—†์„๊นŒ์š”? ๋ฐ”๊พธ๊ณ  ์‹คํ–‰ํ•˜๋ฉด ์ž‘๋™์€ ๋ฉ€์ฉกํ•˜๊ฒŒ ํ•˜๋Š”๋ฐ ๋ญ”๊ฐ€ ๋ฌธ์ œ ์žˆ์„๊นŒ ์‹ถ์–ด์„œ ์˜ฌ๋ฆฝ๋‹ˆ๋‹ค