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Question by mfarisammar · Jun 05, 2020 at 09:26 AM · 2d2d game2d rotation

How to make a 2D autoaim,How to make an autoaim for a 2D game.

Hello guys, im new to unity engine and C#. So basically, im trying to make a 2D game as my first game. The problem is, im trying to make my character weapon to lock down to the closest enemy (yes , the target switch when another enemy is closer to the character) and shoot bullet from it. I just barely make the script but the rotation of the weapon always change (it only lock an enemy for a moment and return to its default position). Maybe i made some error to the scripts. Anyone can help ?

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class AutoWeaponAim : MonoBehaviour
 {
     private Transform target;
     public float range = 15f;
     public Transform shotPoint;
 
     public Transform partToRotate;
     public float offset = -90;
 
     //public string enemyTag = "Enemy" ;
 
     void Start()
     {
         InvokeRepeating("UpdateTarget", 0f, 0.5f);
     }
 
     void UpdateTarget()
     {
         GameObject[] enemies = GameObject.FindGameObjectsWithTag("Enemy");
         float shortestDistance = Mathf.Infinity;
         GameObject nearestEnemy = null;
 
         foreach (GameObject enemy in enemies)
         {
             float distanceToEnemy = Vector3.Distance (transform.position, enemy.transform.position);
             if (distanceToEnemy < shortestDistance)
             {
                 shortestDistance = distanceToEnemy;
                 nearestEnemy = enemy;
             }
         }
 
         if (nearestEnemy != null && shortestDistance <= range)
         {
             target = nearestEnemy.transform;
         }
         else
         {
             target = null;
         }
         Vector3 dir = target.position - transform.position;
         Quaternion lookRotation = Quaternion.LookRotation(dir);
         Vector3 rotation = lookRotation.eulerAngles;
         partToRotate.rotation = Quaternion.Euler(0f , rotation.z , rotation.z);
         Debug.Log("Part 1");
         //partToRotate.LookAt(new Vector3(0f, 0f, (partToRotate.position.z )));
         Debug.DrawLine (this.transform.position, nearestEnemy.transform.position);
     }
 
     void Update()
     {
         if(target == null)
         {
             return;
         }
         else
         {
              Vector3 dir = target.position - transform.position;
         Quaternion lookRotation = Quaternion.LookRotation(dir);
         Vector3 rotation = lookRotation.eulerAngles;
         //partToRotate.rotation = Quaternion.Euler(rotation.y , rotation.z , rotation.z);
         partToRotate.LookAt(new Vector3(0f, 0f, (partToRotate.position.z + offset)));
         Debug.Log("part 2");
         
         //Debug.DrawLine (this.transform.position, nearestEnemy.transform.position);
         
         }
 
     }
 
         
     
 
     void OnDrawGizmosSelected()
     {
         Gizmos.color = Color.red;
         Gizmos.DrawWireSphere(shotPoint.position, range);
     }
 }
 
 
 
 
 
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