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Question by eyoleet · Aug 05, 2019 at 12:42 AM · c#unity 2dplayer movementmouse position

How to make 2D Player dash towards mouse position in a straight line?

Hi, I'm trying to create a dash similar to the one used in Katana Zero, in which on clicking the mouse button to attack the player does a slight dash in that direction.

// I'm trying to achieve this using AddForce, the code I'm using seems to work but the player seems to move first along the X axis and then up the Y axis towards the mouseclick point. Also, the force added isn't equal at all points, clicking the mouse directly above the player adds a lot more force than when clicking at an angle, and clicking further away from the player adds more force than closer to the player.

Here is my code:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
  
 public class DashToMouse : MonoBehaviour
 {
     [SerializeField] private float dashSpeed;
     [SerializeField] private float startDashTime;
  
     private float dashTime;
  
     private Rigidbody2D rd2d;
     private Animator anim;
  
     private Camera cam;
  
  
     // Start is called before the first frame update
     void Start()
     {
         rd2d = GetComponent<Rigidbody2D>();
         anim = GetComponent<Animator>();
         cam = Camera.main;
     }
  
     private void FixedUpdate()
     {
         DashToPoint();
     }
  
     protected void DashToPoint()
     {
         if (Input.GetMouseButtonDown(0))
         {
             Vector3 mousePos = cam.ScreenToWorldPoint(Input.mousePosition);
             mousePos.z = 0;
             Vector3 difference = mousePos - transform.position;
             difference = difference.normalized;
             float angle = Mathf.Atan2(difference.y, difference.x) * Mathf.Rad2Deg;
             Vector3 dir = Quaternion.AngleAxis(angle, Vector3.forward) * Vector3.right;
  
  
  
             dashTime = startDashTime;
             while (dashTime > 0)
             {
                 anim.SetTrigger("ground up swipe");
                 rd2d.AddForce(dir * dashSpeed);
                 dashTime = dashTime - Time.deltaTime;
             }
         }
     }
 }

Any help appreciated, thanks! :)

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Answer by goduster · Nov 10, 2019 at 11:44 AM

Well I can help you a bit cause I got the same problem. But remember that my game is top down

 void Start()
 {
     rb = GetComponent<Rigidbody2D>();

 }

 void Update()
 {
     float x = Input.GetAxisRaw("Horizontal"); // GetAxisRaw means that when pressed I have 1 or -1immediately
     float y = Input.GetAxisRaw("Vertical");

     playerPosition = new Vector2(x, y);

     if (Input.GetMouseButtonDown(1))
     {
         DashAbility(x,y);
         Debug.Log("Mouse1");
     }

     Debug.DrawRay(transform.position, mouseDirection, Color.green); // this makes ray(in scene) so I can see where I will teleport

 }


 void FixedUpdate()
 {

     rb.velocity = playerPosition * moveSpeed; // this is just my movement

     mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);

     mouseDirection = mousePosition - transform.position;

 }
 public void DashAbility(float x, float y) // so here I tried to do dragon(from Katana Zaro) dash but I believe that for attack it would be the same
 {

     rb.velocity = Vector2.zero;
     dir = new Vector2(mousePosition.x, mousePosition.y); // remember that mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);

     transform.position = dir; // the only thing to change is this cause you need to move for an equal ammount of units each time you attack
 }
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avatar image goduster · Nov 10, 2019 at 11:45 AM 0
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transform.position = dir; // the only thing to change is this cause you need to move for an equal ammount of units each time you attack and not teleport

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