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Question by PvTGreg · Mar 17, 2017 at 10:11 PM · 2dinstantiateshootingdirectiontopdown

Instantiate after setting values?

Hi im trying to create a topdown zelda style game. im currently working on basic shooting mechanics. eventually the player will only be able to move in 4 directions

i am trying to get the shooting system to work this way. i have a way to know which way the player is facing but i cant really use it as the object is already Instantiated before i can set those values.

is there a way i can set the values first or delay the Instantiatetion ?

here is my current code. currently the bullet hits the player itself before it has a chance to move out. i like to keep self damage aswell

  [Command]
     void CmdFire()
     {
         // create the bullet object from the bullet prefab
         var pos = transform.position;
         var bullet = (GameObject)Instantiate(
             bulletPrefab,
             pos - transform.forward,
             Quaternion.identity);
 
         float inputX = Input.GetAxis("Horizontal");
         float inputY = Input.GetAxis("Vertical");
         //Taking the input And figuring out what direction were facing
         if (inputX > 0.2 || inputX < -0.2 || inputY > 0.2 || inputY < -0.2)
         {
             //anim.SetBool("Walking", true);
             if (inputX > 0)
             {
                 //anim.SetFloat("LastMoveX", 1f);
                 pos.x += 1;
                 bullet.GetComponent<Rigidbody2D>().AddForce(transform.right * 200);
             }
             else if (inputX < 0)
             {
                 //anim.SetFloat("LastMoveX", -1f);
                 pos.x -= 1;
                 bullet.GetComponent<Rigidbody2D>().AddForce(-transform.right * 200);
             }
             else
             {
                 //anim.SetFloat("LastMoveX", 0f);
                 pos.x = 0;
                 pos.y -= 1;
                 bullet.GetComponent<Rigidbody2D>().AddForce(-transform.up * 200);
             }
 
             if (inputY > 0)
             {
                 //  anim.SetFloat("LastMoveY", 1f);
                 pos.y += 1;
                 bullet.GetComponent<Rigidbody2D>().AddForce(transform.up * 200);
             }
             else if (inputY < 0)
             {
                 // anim.SetFloat("LastMoveY", -1f);
                 pos.x = 0;
                 pos.y -= 1;
                 bullet.GetComponent<Rigidbody2D>().AddForce(-transform.up * 200);
             }
             else
             {
                 //anim.SetFloat("LastMoveY", 0f);
                 pos.x = 0;
                 pos.y -= 1;
                 bullet.GetComponent<Rigidbody2D>().AddForce(-transform.up * 200);
             }
         }
         else
         {
             //anim.SetBool("Walking", false);
             pos.x = 0;
             pos.y -= 1;
             bullet.GetComponent<Rigidbody2D>().AddForce(-transform.up * 200);
         }
         NetworkServer.Spawn(bullet);
 
         // make bullet disappear after 2 seconds
         Destroy(bullet, 2.0f);
     }
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avatar image PvTGreg · Mar 17, 2017 at 10:13 PM 0
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Just had a thought. i could have the direction checking separate and have a game object move to different position depending on the way im facing and use that as a position when iInstantiate

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