Question by
Skulduggery181 · Feb 24, 2021 at 02:17 PM ·
2d sprites
How to get sprite to face towards other object
I really don`t know how to do this.
This is my entire script, if it helps. {
public float speed;
public float stoppingDistance;
public float retreatDistance;
private float timeBetweenShots;
public float startTimeBetweenShots;
public float bulletForce = 20f;
public Transform player;
public GameObject projectile;
public Transform shootPoint;
public Rigidbody2D rb;
Vector2 playerPos;
void Start()
{
player = GameObject.FindGameObjectWithTag("Player").transform;
playerPos = GameObject.FindGameObjectWithTag("Player").transform.position - transform.position;
timeBetweenShots = startTimeBetweenShots;
}
void Update()
{
if (Vector2.Distance(transform.position, player.position) > stoppingDistance)
{
transform.position = Vector2.MoveTowards(transform.position, player.position, speed * Time.deltaTime);
}
else if(Vector2.Distance(transform.position, player.position) < stoppingDistance && Vector2.Distance(transform.position, player.position) > retreatDistance)
{
transform.position = this.transform.position;
}
else if (Vector2.Distance(transform.position, player.position) < retreatDistance)
{
transform.position = Vector2.MoveTowards(transform.position, player.position,-speed * Time.deltaTime);
}
if(timeBetweenShots <= 0)
{
GameObject bullet = Instantiate(projectile, shootPoint.position, shootPoint.rotation);
Rigidbody2D rb = bullet.GetComponent<Rigidbody2D>();
rb.AddForce(shootPoint.up * bulletForce, ForceMode2D.Impulse);
Destroy(bullet, 6f);
timeBetweenShots = startTimeBetweenShots;
}
else
{
timeBetweenShots -= Time.deltaTime;
}
}
void FixedUpdate()
{
Vector2 lookDir = playerPos - rb.position;
float angle = Mathf.Atan2(lookDir.y, lookDir.x) * Mathf.Rad2Deg;
rb.rotation = angle;
}
}
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