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Question by spiralfire11 · Dec 30, 2014 at 12:50 AM · c#rigidbody2dvelocityshooting

Shooting 2D - rigidbody2D.velocity not working

Ok, so I'm only using one script to get all of the work done. Its the same script i use for movement, that way i know when my character is facing either right or left. The problem here is that whenever I try to fire a bullet, it doesn't move- Its in C#, I can't use Javascript because if I have to make a separate script for the bullets to get the Component of the Vector2 (for the velocity), I will need it in C#- Also, I don't even know how to get Components properly so.... XD heres my code

using UnityEngine; using System.Collections;

public class MegaMan : MonoBehaviour {

 public float maxSpeed = 10f;
 public int BullSpeed = 100;
 public int spawnDistance = 20;
 bool facingRight = true;

 Animator anim;
 bool grounded = false;
 public Transform groundCheck;
 float groundRadius = 0.2f;
 public LayerMask whatIsGround;
 public float jumpForce = 700f;
 public GameObject BulletPrefab;

 // Use this for initialization
 void Start () {
     anim = GetComponent<Animator> ();
 }
 
 // Update is called once per frame
 void FixedUpdate () {

     grounded = Physics2D.OverlapCircle (groundCheck.position, groundRadius, whatIsGround);
     anim.SetBool ("Ground", grounded);

     anim.SetFloat ("vSpeed", rigidbody2D.velocity.y);
 
     float move = Input.GetAxis ("Horizontal");

     anim.SetFloat ("Speed", Mathf.Abs (move));

     rigidbody2D.velocity = new Vector2 (move * maxSpeed, rigidbody2D.velocity.y);

     if (move > 0 && !facingRight)
                     Flip ();
             else if (move < 0 && facingRight)
                     Flip ();

 }
 void Update () {

     if (grounded && Input.GetKeyDown (KeyCode.Z)) {
         anim.SetBool ("Ground", false);
         rigidbody2D.AddForce(new Vector2(0, jumpForce));
             }
     if (!grounded && Input.GetKey (KeyCode.X)) {
                     anim.SetBool ("JumpShoot", true);
             } else if (grounded) {
         anim.SetBool ("JumpShoot", false);
             }

     if (Input.GetKeyDown (KeyCode.X)) {
                     anim.SetBool ("Shooting", true);
             } else {
                     anim.SetBool ("Shooting", false);
             }
     if (facingRight && Input.GetKeyDown (KeyCode.X)) {
         Vector2 v2;
         v2.x = BullSpeed;
         v2.y = 0;
         Rigidbody2D bullit;
         bullit = Instantiate(BulletPrefab, transform.position, transform.rotation) as Rigidbody2D;
         bullit.rigidbody2D.velocity = v2;
             } else if (!facingRight && Input.GetKeyDown (KeyCode.X)) {
         Vector2 v2;
         v2.x = -BullSpeed;
         v2.y = 1;
         Rigidbody2D bullit;
         bullit = Instantiate(BulletPrefab, transform.position, transform.rotation) as Rigidbody2D;
         bullit.rigidbody2D.velocity = v2;
             }
     }

 void Flip () 
 {

     facingRight = !facingRight;
     Vector3 theScale = transform.localScale;
     theScale.x *= -1;
     transform.localScale = theScale;
 }

}

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avatar image diamondpick · Dec 30, 2014 at 05:25 AM 1
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$$anonymous$$ost is copied from the tutorials on this site, fix those errors first.

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Answer by spiralfire11 · Dec 30, 2014 at 07:28 PM

Oh wait guys never mind I figured it out myself - It was the getcomponent on my bullet after all XD- now people can use this script if they want to-

On my player :

using UnityEngine; using System.Collections;

public class MegaMan : MonoBehaviour {

 public float maxSpeed = 10f;
 public int BullSpeed = 100;
 public int spawnDistance = 20;
 bool facingRight = true;
 public Vector2 v2;

 Animator anim;
 bool grounded = false;
 public Transform groundCheck;
 float groundRadius = 0.2f;
 public LayerMask whatIsGround;
 public float jumpForce = 700f;
 public GameObject BulletPrefab;

 // Use this for initialization
 void Start () {
     anim = GetComponent<Animator> ();
 }
 
 // Update is called once per frame
 void FixedUpdate () {

     grounded = Physics2D.OverlapCircle (groundCheck.position, groundRadius, whatIsGround);
     anim.SetBool ("Ground", grounded);

     anim.SetFloat ("vSpeed", rigidbody2D.velocity.y);
 
     float move = Input.GetAxis ("Horizontal");

     anim.SetFloat ("Speed", Mathf.Abs (move));

     rigidbody2D.velocity = new Vector2 (move * maxSpeed, rigidbody2D.velocity.y);

     if (move > 0 && !facingRight)
                     Flip ();
             else if (move < 0 && facingRight)
                     Flip ();

 }
 void Update () {

     if (grounded && Input.GetKeyDown (KeyCode.Z)) {
         anim.SetBool ("Ground", false);
         rigidbody2D.AddForce(new Vector2(0, jumpForce));
             }
     if (!grounded && Input.GetKey (KeyCode.X)) {
                     anim.SetBool ("JumpShoot", true);
             } else if (grounded) {
         anim.SetBool ("JumpShoot", false);
             }

     if (Input.GetKeyDown (KeyCode.X)) {
                     anim.SetBool ("Shooting", true);
             } else {
                     anim.SetBool ("Shooting", false);
             }
     if (facingRight && Input.GetKeyDown (KeyCode.X)) {
         v2.x = BullSpeed;
         v2.y = 0;
         Rigidbody2D bullit;
         bullit = Instantiate(BulletPrefab, transform.position, transform.rotation) as Rigidbody2D;
             } else if (!facingRight && Input.GetKeyDown (KeyCode.X)) {
         v2.x = -BullSpeed;
         v2.y = 1;
         Rigidbody2D bullit;
         bullit = Instantiate(BulletPrefab, transform.position, transform.rotation) as Rigidbody2D;
             }
     }

 void Flip () 
 {

     facingRight = !facingRight;
     Vector3 theScale = transform.localScale;
     theScale.x *= -1;
     transform.localScale = theScale;
 }

}

And on my BulletPrefab :

using UnityEngine; using System.Collections;

public class BulletScript : MonoBehaviour {

 // Use this for initialization
 void Start () {
     GameObject thePlayer = GameObject.Find ("MegaMan");
     MegaMan MyVelocity = thePlayer.GetComponent<MegaMan> ();
     rigidbody2D.velocity = MyVelocity.v2;
 }
 
 // Update is called once per frame
 void Update () {
 
 }

 void OnBecameInvisible() {
     enabled = false;
     }

}

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