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Question by PattyLight · Sep 21, 2016 at 01:13 PM · joystickrotate objectcrossplatform

Rotate Arm in Direction of Joystick

alt text

Hey guys!

I'm pretty new to Unity and C#. But by watching Brackey's, I've managed to get pretty close to be done to a full game for IOS. The only thing I need to convert the PC controls to a Virtual Joystick. Right now, the characters arm and weapon both point to wherever the mouse is on the screen. I plan on using the standard asset single joystick to control both parts instead. I feel like it's such a simple switch but I can't seem to get it right. I would love to get this game live! Any help would be appreciated. Thanks!

Here is the Arm Rotation Script: using UnityEngine; using System.Collections;

 public class ArmRotation : MonoBehaviour {
 
     public int rotationOffset = 90;
 
     // Update is called once per frame
     void Update () {
         // subtracting the position of the player from the mouse position
         Vector3 difference = Camera.main.ScreenToWorldPoint (Input.mousePosition) - transform.position;
         difference.Normalize ();        // normalizing the vector. Meaning that all the sum of the vector will be equal to 1
 
         float rotZ = Mathf.Atan2 (difference.y, difference.x) * Mathf.Rad2Deg;    // find the angle in degrees
         transform.rotation = Quaternion.Euler (-30f, -30f, rotZ + rotationOffset);
     }
 }
 

And Weapon Script: using UnityEngine; using System.Collections;

 public class Weapon : MonoBehaviour {
 
     public float fireRate = 0;
     public int Damage = 10;
     public LayerMask whatToHit;
     
     public Transform BulletTrailPrefab;
     public Transform HitPrefab;
     public Transform MuzzleFlashPrefab;
     float timeToSpawnEffect = 0;
     public float effectSpawnRate = 10;
 
     // Handle camera shaking
     public float camShakeAmt = 0.05f;
     public float camShakeLength = 0.1f;
     CameraShake camShake;
 
     public string weaponShootSound = "DefaultShot";
     
     float timeToFire = 0;
     Transform firePoint;
 
     // Caching
     AudioManager audioManager;
 
     // Use this for initialization
     void Awake () {
         firePoint = transform.FindChild ("FirePoint");
         if (firePoint == null) {
             Debug.LogError ("No firePoint? WHAT?!");
         }
     }
 
     void Start()
     {
         camShake = GameMaster.gm.GetComponent<CameraShake>();
         if (camShake == null)
             Debug.LogError("No CameraShake script found on GM object.");
 
         audioManager = AudioManager.instance;
         if (audioManager == null)
         {
             Debug.LogError("FREAK OUT! No audiomanager found in scene.");
         }
     }
     
     // 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, 100, whatToHit);
 
         Debug.DrawLine (firePointPosition, (mousePosition-firePointPosition)*100, Color.cyan);
         if (hit.collider != null) {
             Debug.DrawLine (firePointPosition, hit.point, Color.red);
             Enemy enemy = hit.collider.GetComponent<Enemy>();
             if (enemy != null) {
                 enemy.DamageEnemy (Damage);
                 //Debug.Log ("We hit " + hit.collider.name + " and did " + Damage + " damage.");
             }
         }
 
         if (Time.time >= timeToSpawnEffect)
         {
             Vector3 hitPos;
             Vector3 hitNormal;
 
             if (hit.collider == null) {
                 hitPos = (mousePosition - firePointPosition) * 30;
                 hitNormal = new Vector3(9999, 9999, 9999);
             }
             else
             {
                 hitPos = hit.point;
                 hitNormal = hit.normal;
             }
 
             Effect(hitPos, hitNormal);
             timeToSpawnEffect = Time.time + 1 / effectSpawnRate;
         }
     }
 
     void Effect(Vector3 hitPos, Vector3 hitNormal)
     {
         Transform trail = Instantiate (BulletTrailPrefab, firePoint.position, firePoint.rotation) as Transform;
         LineRenderer lr = trail.GetComponent<LineRenderer>();
 
         if (lr != null)
         {
             lr.SetPosition(0, firePoint.position);
             lr.SetPosition(1, hitPos);
         }
 
         Destroy(trail.gameObject, 0.04f);
 
         if (hitNormal != new Vector3(9999, 9999, 9999))
         {
             Transform hitParticle = Instantiate(HitPrefab, hitPos, Quaternion.FromToRotation (Vector3.right, hitNormal)) as Transform;
             Destroy(hitParticle.gameObject, 1f);
         }
 
         Transform clone = Instantiate (MuzzleFlashPrefab, firePoint.position, firePoint.rotation) as Transform;
         clone.parent = firePoint;
         float size = Random.Range (0.6f, 0.9f);
         clone.localScale = new Vector3 (size, size, size);
         Destroy (clone.gameObject, 0.02f);
 
         //Shake the camera
         camShake.Shake(camShakeAmt, camShakeLength);
 
         //Play shoot sound
         audioManager.PlaySound(weaponShootSound);
     }
 }
 
arm.png (14.3 kB)
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Answer by brunopolaris2001 · Sep 02, 2018 at 05:25 PM

Have you figure out how to do that ?

I have the same problem.

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