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Question by desukarhu · Jun 20, 2018 at 08:29 AM · 2d2d gamevector3direction

Fanning out projectiles depending on direction

Hi!

I'm trying to figure out how to make my multiple projectile skill fan out properly (in a 2D game) depending on the direction player is facing. Right now I have this:

     bool alternate = false;
     for (int i = 0; i < amtOfProjectiles; i++)
     {
       GameObject projectileInstance = Instantiate(projectile, playerPos, Quaternion.identity);
       Vector3 target = Camera.main.ScreenToWorldPoint(Input.mousePosition);
       Vector3 direction = (target - playerPos).normalized;
       direction.z = 0;
     
       if(alternate){
         target.y += i;
       }else{
         target.y -= i;
       }

       alternate =! alternate;
       
       // Then I add force to the projectile towards the target
     }

This works when mouse is facing left or right, but when mouse is up or down (or between) it obviously doesn't work. I already have the direction calculated so I'm sure I have to use that somehow? I just can't figure out how. I'm hopeless with vectors.

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Answer by DawidNorasDev · Jun 20, 2018 at 08:45 AM

I think you don't want to increase y value. This would make fanning much stronger on horizontal shooting, and much lower on vertical shooting. (I know, that's your problem here) What you want I think, is increase / decrease direction angle. You can calculate the angle of direction and than increase it by an amount making new vector.

You can check this question: https://answers.unity.com/questions/46770/rotate-a-vector3-direction.html

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avatar image desukarhu · Jun 20, 2018 at 08:57 AM 0
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Thank you, I figured it out with this. :) if(alternate){ target = Quaternion.AngleAxis(0-(i*5), direction) target; }else{ target = Quaternion.AngleAxis(0+(i*5), direction) target; }

avatar image DawidNorasDev desukarhu · Jun 20, 2018 at 09:41 AM 0
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I'm glad I could help :)

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