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Question by igneal · Mar 13, 2020 at 07:46 AM · 2dmobilejoysticktop down shooter

how to shoot with joystick

Hi, I been trying making 2d top down shooter for mobile using joystick. I'm using joystick pack from asset store. I don't know how to make my character shoot right when I'm moving to the right or other direction with joystick. Currently my shooting mess up really badly like joystick left shooing with right directon etc. how to make it correct direction. thanks in advance and sorry bad english. float rotateAngle; float horizontalMove; float verticalMove;

     public Transform firePoint;
 
     public Rigidbody2D bulletPrefab;
 
     public Joystick joystick;
 
     public float moveSpeed = 2f;
     public float bulletSpeed = 100f;
 
     private void Start()
     {
         rotateAngle = 0f;
     }
 
     // Update is called once per frame
     void Update()
     {
         if (Input.GetButtonDown("Fire1"))
         {
             Shoot();
         }
         horizontalMove = Mathf.RoundToInt(joystick.Horizontal);
         verticalMove = Mathf.RoundToInt(joystick.Vertical);
         Rotate();
     }
 
     void FixedUpdate()
     {
         //rb.MovePosition(rb.position + movement * moveSpeed * Time.fixedDeltaTime);
         transform.position = new Vector2(horizontalMove * moveSpeed * Time.deltaTime + transform.position.x, verticalMove * moveSpeed * Time.deltaTime + transform.position.y);
          }
 
     public void Shoot()
     {
         var bulletFired = Instantiate(bulletPrefab, firePoint.position, firePoint.rotation);
         bulletFired.AddForce(firePoint.up * bulletSpeed);
     }
 
     void Rotate()
     {
 
         //Top
         if (verticalMove == 1 && horizontalMove == 0)
         {
             rotateAngle = 0f;
         }
         //Right
         if (horizontalMove == 1 && verticalMove == 0)
         {
             rotateAngle = 90f;
         }
         //Down
         if (verticalMove == -1 && horizontalMove == 0)
         {
             rotateAngle = 180f;
         }
         //Left
         if (horizontalMove == -1 && verticalMove == 0)
         {
             rotateAngle = 270f;
         }
         firePoint.rotation = Quaternion.Euler(0f, 0f, rotateAngle);
     }
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