Is there any reason why on the FlipDown and FlipUp animation events, we can’t transform in the y using the Quaternion.Euler as well, since we’re already doing manipulation of the transform. I.e…
public void SwingUpFlipAnim()
{
if (_playerController.FaceDirection == FaceDirection.Left)
{
slashAnim.gameObject.transform.rotation = Quaternion.Euler(-180, -180, 0);
}
else
{
slashAnim.gameObject.transform.rotation = Quaternion.Euler(-180, 0, 0);
}
}
public void SwingDownFlipAnim()
{
if (_playerController.FaceDirection == FaceDirection.Left)
{
slashAnim.gameObject.transform.rotation = Quaternion.Euler(0, -180, 0);
}
else
{
slashAnim.gameObject.transform.rotation = Quaternion.Euler(0, 0, 0);
}
}