diff --git a/Unity-Files/Assets/Scripts/Movement/MoveHorizontalConstrained.cs b/Unity-Files/Assets/Scripts/Movement/MoveHorizontalConstrained.cs index 21bf38b..3bd2683 100644 --- a/Unity-Files/Assets/Scripts/Movement/MoveHorizontalConstrained.cs +++ b/Unity-Files/Assets/Scripts/Movement/MoveHorizontalConstrained.cs @@ -43,7 +43,7 @@ public class MoveHorizontalConstrained : Physics2DObject void FixedUpdate() { //Sets the objects velocity to 0 if it hits the constrained bounds - if ((this.transform.position.x >= constraintOffsetXPosition && moveHorizontal >= 0f) || (this.transform.position.x <= (constraintOffsetXPosition * -1) && moveHorizontal <= 0f)) + if ((this.transform.position.x >= constraintOffsetXPosition && moveHorizontal >= 0f) || (this.transform.position.x <= -constraintOffsetXPosition && moveHorizontal <= 0f)) { rigidbody2D.velocity = new Vector2(0f, 0f); } diff --git a/Unity-Files/Assets/Scripts/Movement/RotateConstrained.cs b/Unity-Files/Assets/Scripts/Movement/RotateConstrained.cs index c5f62d8..a0e99d5 100644 --- a/Unity-Files/Assets/Scripts/Movement/RotateConstrained.cs +++ b/Unity-Files/Assets/Scripts/Movement/RotateConstrained.cs @@ -37,7 +37,7 @@ public class RotateConstrained : Physics2DObject void FixedUpdate() { //Freezes the objects rotation if it hits the constrained bounds - if ((this.transform.rotation.z >= constraintRotationAmount && spin <= 0f) || (this.transform.rotation.z <= (constraintRotationAmount * -1) && spin >= 0f)) + if ((this.transform.rotation.z >= constraintRotationAmount && spin <= 0f) || (this.transform.rotation.z <= -constraintRotationAmount && spin >= 0f)) { rigidbody2D.freezeRotation = true; }