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Question by Alexhator · Aug 18, 2019 at 07:21 AM · mathreflectionvector2raycasthit2d

Dotted line bouncing on Unity

I am trying to replicate a shooter from any bubble shooter. Dotted line that the bubble will follow.

What I am trying to do is, create a dotted line that bounces (reflects) when getting close the camera limits (camera's limits are the image's limits). Also, to stop creating more dots when hit with a Bubble (blue dot).

The line so far bounces, but not correctly (see corners). Also, it does not stop when hit with a Bubble (blue dot).

 private void DrawPoints() {
     bool hasReversed = false;
     bool reversedLeft = false;

     var leftEdge = mainCamera.ScreenToWorldPoint(new Vector3(0, 0, 0));
     var rightEdge = mainCamera.ScreenToWorldPoint(new Vector3(Screen.width, 0, 0));
     var normalDir = shootDir.normalized;

     int count = 0;

     for (var i = 0; i < dots.Count; i++) {
         var dot = dots[i];
         dot.GetComponent<SpriteRenderer>().color = color;

         var newPos = new Vector2(normalDir.x, normalDir.y) * i * DotGap;
         if (hasReversed) {
             newPos.x += reversedLeft ? (-rightEdge.x + Constants.BubbleRadius/2) * 2 * count : (rightEdge.x - Constants.BubbleRadius/2) * 2 * count;
             //newPos.x += reversedLeft ? (-rightEdge.x + Constants.BubbleRadius) * 2 : (rightEdge.x - Constants.BubbleRadius) * 2;
         }

         //newPos += normalDir * delta;

         dot.transform.localPosition = newPos;

         RaycastHit2D hit = Physics2D.Raycast(newPos, shootDir);
         if (hit.collider != null) {
             float distance = Vector2.Distance(hit.transform.position, newPos);
             if (distance < Constants.WhiteCircleRadius + Constants.BubbleRadius) {
                 dot.SetActive(false);
                 Debug.Log("Found!: " + distance + " " + hit.collider.name);
                 break;
             } else {
                 dot.SetActive(true);
             }
         }

         if (dot.transform.localPosition.x <= leftEdge.x + Constants.BubbleRadius) {
             hasReversed = true;
             reversedLeft = true;
             normalDir = Vector2.Reflect(normalDir, Vector2.left);
             count++;
         }
         else if (dot.transform.localPosition.x >= rightEdge.x - Constants.BubbleRadius) {
             hasReversed = true;
             reversedLeft = false;
             normalDir = Vector2.Reflect(normalDir, Vector2.right);
             count++;
         }
     }
 }

The image as follows: The red dot is the pivot (start of the dotted line). The blue dot, is a bubble. alt text

screen-shot-2019-08-15-at-120420-pm.png (45.4 kB)
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avatar image AyanRoy · Feb 21, 2020 at 01:22 AM 0
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Hi, were you able to solve the issue? I am kind of stuck with the same thing :(

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