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Question by NavilleraWINGS · Jul 19, 2018 at 04:37 AM · c#2dmobileshooting

Shooting Mechanic in 2D Mobile (Unity C#)

Hello

I've recently been developing a 2D game for mobile in C# and I'm wondering how to create a shooting mechanic like the one seen in this game.

https://www.youtube.com/watch?v=veQQi7I5CzM

The ball (just one, not as many as in the video) will shoot and ricochet off walls into enemies. Also the aiming guide line as well. It would be a 2D environment like the game.

Thank you!

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Answer by Laktoosi · Jul 19, 2018 at 07:32 AM

I don't know about mobile development but the basic idea is to get the touch start position - touch end position and then add that as a force to the rigidbody. So at least on pc it would be:

     Vector2 mouseStart;
     Vector2 mouseEnd;
 
     Rigidbody2D rb;
 
     void Start()
     {
         rb = GetComponent<Rigidbody2D>();
     }
 
     void OnMouseDown()
     {
         mouseStart = new Vector2(Input.mousePosition.x, Input.mousePosition.y);
     }
 
     void OnMouseUp()
     {
         mouseEnd = new Vector2(Input.mousePosition.x, Input.mousePosition.y);
 
         Vector2 dir = mouseStart - mouseEnd;
         rb.AddForce(dir * 5);
     }

trajectory is a bit more trickier but i am using a linerenderer and linecasting along the path to detect collisions. Theres one issue i havent solved but the code is:

     void UpdateTrajectory(Vector2 initialPosition, Vector2 initialVelocity, Vector2 gravity)
     {
         int numSteps = 20;
         int layerMask = 1 << 8;
         layerMask = ~layerMask;
 
         float timeDelta = 1.0f / initialVelocity.magnitude;
 
         line.positionCount = numSteps;
 
         Vector2 position = initialPosition;
         Vector2 velocity = initialVelocity;
 
         for (int j = 0; j < numSteps; ++j)
         {
             if (!float.IsNaN(position.x) && !float.IsNaN(position.y))
             {
                 line.SetPosition(j, position);
                 points[j] = position;
             }
 
             position += velocity * timeDelta + 0.5f * gravity * timeDelta * timeDelta;
             velocity += gravity * timeDelta;
         }
 
         for (int i = 0; i < numSteps - 1; ++i)
         {
             Debug.DrawLine(points[i], points[i + 1]);
             RaycastHit2D hit = Physics2D.Linecast(points[i], points[i + 1], layerMask);

             if (hit.collider != null)
             {
                 Debug.Log("HIT: " + hit.point);
                 line.positionCount = i + 3;
                 line.SetPosition(i + 2, points[i]);
                 break;
             }
         }
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avatar image NavilleraWINGS · Jul 24, 2018 at 04:33 AM 0
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Hi! Thank you for the codes, the shooting works fine! Just asking what the variables for 'line' and 'points' are in the trajectory code.

avatar image Laktoosi NavilleraWINGS · Jul 24, 2018 at 08:00 AM 0
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Ah yeah those are just Linerenderer component and the points are an array for the linecast and linerenderer to follow

     LineRenderer line;
     Vector2[] points = new Vector2[20];
 
     void Start()
     {
         line = GetComponent<LineRenderer>();
     }

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