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Question by Nattress · Nov 16, 2016 at 10:26 PM · 2dshootingtop down shooter

Shooting towards the mouse in a top down shooter,

Player Script: using UnityEngine; using System.Collections;

 public class PlayerMovement : MonoBehaviour {
     private Animator animator;
     public Object Spell;
     public GameObject Player;
     // Use this for initialization
     public Vector2 dir;
     public float angle;
     int movex;
     int movey;
     int Speed = 2;
     int lastDir = 1;
     Vector2 myPos;
 
 
     void Start () {
         animator = this.GetComponent<Animator> ();
         animator.speed = 0.6f;    
     }
     
     // Update is called once per frame
     void Update () {
         if (Input.GetKey (KeyCode.A)) {
             movex = -1;
             lastDir = 2;
         } else if (Input.GetKey (KeyCode.D)) {
             movex = 1;
             lastDir = 3;
         }
         else
             movex = 0;
         if (Input.GetKey (KeyCode.W)) {
             movey = 1;
             lastDir = 1;
         } else if (Input.GetKey (KeyCode.S)) {
             movey = -1;
             lastDir = 4;
         }
         else
             movey = 0;
         if (Input.GetButtonDown ("Fire1")) {
             shoot ();
 
 
         }
             GetComponent<Rigidbody2D> ().velocity = new Vector2 (movex * Speed, movey * Speed);
             animator.SetInteger ("movex", movex);
             animator.SetInteger ("movey", movey);
             animator.SetInteger ("LastDir", lastDir);
             
     }
     void shoot(){
         Vector2 playerCoords = new Vector2 (Player.transform.position.x, Player.transform.position.y);
         Instantiate (Spell, playerCoords, Quaternion.identity);
     }
 
 }
 

Spell script: using UnityEngine; using System.Collections;

 public class SpellSpawn : MonoBehaviour {
     public Rigidbody2D rb;
     public Vector2 mouseCoords;
     public Vector2 playerPos;
     public Vector2 direction;
     public Quaternion Rotation;
     // Use this for initialization
     void Start () {
         playerPos = GameObject.Find ("Player").transform.position;
         Vector2 mouseCoords = new Vector2 (Input.mousePosition.x, Input.mousePosition.y);
         rb = GetComponent<Rigidbody2D> ();
     }
     
     // Update is called once per frame
     void Update () {
         Vector2 direction = mouseCoords - playerPos;
         direction.Normalize ();
         Quaternion rotation = Quaternion.Euler (0, 0, Mathf.Atan2 (direction.x, direction.y) * Mathf.Rad2Deg);
         rb.velocity = direction * 3;
     }
 }
 

But this doesn't work, currently the bullets just fly off to the bottom right :S. any help is much appreciated, this took me hours.

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