So I've added a health bar below the main player, following a tutorial. I had a canvas with render mode set to "World Space". I added the UI elements for the healthbar to the canvas. Then I made the canvas a child of the player Mario. Now the healthbar follows the player. The problem is that whenever Mario changes direction on the x axis his sprite changes direction but also does the healthbar, because in Mario's script the localscale changes according to the direction of the player . Any ideas?
Mario's script:
public class MarioMove : MonoBehaviour
{
private Rigidbody2D rb;
private Animator anim;
private float moveSpeed;
private float dirX;
private bool facingRight = true;
private Vector3 localScale;
private bool doubleJumped;
[SerializeField] HealthBar healthbar;
private void Start()
{
rb = GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>();
localScale = transform.localScale;
moveSpeed = 5f;
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.DownArrow)) {
PlayerTakeDamage(20);
}
if (Input.GetKeyDown(KeyCode.UpArrow))
{
PlayerHeal(20);
}
dirX = Input.GetAxisRaw("Horizontal") * moveSpeed;
if (Input.GetButtonDown("Jump") && rb.velocity.y == 0)
rb.AddForce(Vector2.up * 400f);
if (Mathf.Abs(dirX) > 0 && rb.velocity.y == 0)
anim.SetBool("isRunning", true);
else
anim.SetBool("isRunning", false);
if (rb.velocity.y == 0)
{
anim.SetBool("isJumping", false);
anim.SetBool("isFalling", false);
doubleJumped = false;
}
if (rb.velocity.y > 0 && !doubleJumped)
{
if (Input.GetButtonDown("Jump")){
anim.SetBool("isDoubleJumping", true);
rb.AddForce(Vector2.up * 100f);
anim.SetBool("isJumping", false);
doubleJumped = true;
}
else anim.SetBool("isJumping", true);
}
if (rb.velocity.y > 0 && doubleJumped)
{
anim.SetBool("isDoubleJumping", true);
}
if (rb.velocity.y < 0)
{
if (Input.GetButtonDown("Jump") && !doubleJumped)
{
anim.SetBool("isDoubleJumping", true);
rb.velocity = Vector2.zero;
rb.AddForce(Vector2.up * 200f);
anim.SetBool("isFalling", false);
doubleJumped = true;
}
else {
anim.SetBool("isJumping", false);
anim.SetBool("isDoubleJumping", false);
anim.SetBool("isFalling", true);
}
}
}
private void FixedUpdate()
{
rb.velocity = new Vector2(dirX, rb.velocity.y);
}
private void LateUpdate()
{
if (dirX > 0)
facingRight = true;
else if(dirX < 0)
facingRight = false;
if (((facingRight) && (localScale.x < 0)) || ((!facingRight) && (localScale.x > 0)))
localScale.x *= -1;
transform.localScale = localScale;
}
private void PlayerTakeDamage(int damage)
{
GameManager.gameManager.playerHealth.DamageUnit(10);
healthbar.SetHealth(GameManager.gameManager.playerHealth.Health);
}
private void PlayerHeal(int healing)
{
GameManager.gameManager.playerHealth.HealUnit(10);
healthbar.SetHealth(GameManager.gameManager.playerHealth.Health);
}
}
I solved by making the scaling of the UI independent of the scaling of the Mario object (made the mario and u elements different children of a game object and applied different transformations to them that are independent to each other).