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Question by Major_Lag · Nov 18, 2019 at 07:27 PM · scripting problemvector2trackingtrigonometrymissile

How can I slowly rotate a vector2 to track a target and give velocity based on the angle.

I'm creating a little bullet hell for fun. I'm trying to implement a new oval ball that tracks the player and attempts to hit, like a missile. I have gotten the slow tracking all set however i'm having trouble turning the angle into the x and y components for a Vector2 to give velocity. Here is a picture representation of what is supposed to happen brought to you by Microsoft paint. alt text

My code for MissileController:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class MissileController : MonoBehaviour
 {
     public float speed;
     public float turnSpeed;
 
     Rigidbody2D rb;
 
     Vector2 trianglePos;
     Vector2 myPos;
 
     Vector2 toTriangle;
 
     float angle;
     
 
     void Start() //start pointed at the player
     {
         trianglePos = GameObject.Find("Triangle").GetComponent<Rigidbody2D>().position;
         rb = GetComponent<Rigidbody2D>();
         myPos = rb.position;
         toTriangle = trianglePos - myPos;
         angle = Mathf.Atan2(toTriangle.y, toTriangle.x) * Mathf.Rad2Deg;
     }
 
     void Update() //keep track of and try to hit player
     {
         trianglePos = GameObject.Find("Triangle").GetComponent<Rigidbody2D>().position;
         myPos = rb.position;
 
 
         //slowly rotate to face player
         toTriangle = trianglePos - myPos;
         angle = Mathf.Lerp(angle, Mathf.Atan2(toTriangle.y, toTriangle.x) * Mathf.Rad2Deg, turnSpeed);
         transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward);
         
 
         //take angle and get the x and y components
         float x = Mathf.Cos(angle);
         float y = Mathf.Sin(angle);
         Debug.Log("Angle = " + angle + ", X = " + x + ", Y = " + y);
         Vector2 trajectory = new Vector2(x,y);
         rb.velocity = trajectory.normalized * speed;
 
     }
 }
 

missiles.png (13.2 kB)
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Best Answer

Answer by Naggil · Nov 19, 2019 at 10:05 PM

cant u just set the missile to move up with transform.up? if u are already rotating the missile there is no need to get a specific position to move on

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