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2d shooting problem
im new to unity 1 month ago , im creating a one sided game shooting to the left side , i seen some scripts in tutorials and made my player shoot succesfully , but problem is in some angels of 360 the bullet go above my mouseposition and its very noticable , thanks in advance ;) heres my script for arm rotation:
// Update is called once per frame
void Update ()
{
Vector2 mouse = Camera.main.ScreenToViewportPoint(Input.mousePosition); //Mouse position
Vector3 objpos = Camera.main.WorldToViewportPoint (transform.position); //Object position on screen
Vector2 relobjpos = new Vector2(objpos.x - 0.5f,objpos.y - 0.5f); //Set coordinates relative to object
Vector2 relmousepos = new Vector2 (mouse.x - 0.5f,mouse.y - 0.5f) - relobjpos;
float angle = Vector2.Angle (Vector2.up, relmousepos); //Angle calculation
if (relmousepos.x > 0)
angle = 360-angle;
Quaternion quat = Quaternion.identity;
quat.eulerAngles = new Vector3(0,0,angle-102); //Changing angle
transform.rotation = quat;
}
}
and my weaponPistole script too: void Awake () { firePoint = transform.FindChild ("FirePoint"); if (firePoint == null) { Debug.LogError ("no fire point noob");
}
}
// Update is called once per frame
void Update () {
if (fireRate == 0) {
if (Input.GetButtonDown ("Fire1")) {
Shoot ();
}
}
else {
if (Input.GetButton ("Fire1") && Time.time > timeToFire){
timeToFire=Time.time + 1/fireRate;
Shoot();
}
}
}
void Shoot(){
Vector2 mousePosition = new Vector2 (Camera.main.ScreenToWorldPoint(Input.mousePosition).x,Camera.main.ScreenToWorldPoint(Input.mousePosition).y);
Vector2 firePointPosition = new Vector2 (firePoint.position.x,firePoint.position.y);
RaycastHit2D hit = Physics2D.Raycast (firePointPosition,mousePosition-firePointPosition,whatToHit);
if (Time.time >= timeToSpawnEffect) {
Effect ();
timeToSpawnEffect = Time.time + 1 / effectSpawnRate;
}
Debug.DrawLine (firePointPosition, (mousePosition-firePointPosition)*100,Color.green);
if (hit.collider != null) {
Debug.DrawLine (firePointPosition, hit.point, Color.red);
Debug.Log ("We hit" + hit.collider.name + "and did " + Damage + "Damage");
}
}
void Effect(){
Instantiate (BulletTrailPrefab,firePoint.position,firePoint.rotation);
}
}
true... has the issue been solved by now, or do you still need help?
Answer by triis4924 · Jan 02, 2019 at 10:26 PM
maybe try this : https://www.youtube.com/watch?v=bY4Hr2x05p8&t because I think the code is easier and there aren't bugs.
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