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Question by ragefordragons · Nov 03, 2019 at 08:17 PM · rotationinstantiatetransformbullets

Trying to make a bullet fire at the mouse using transform.up

I'm making a bullet hell, and I've reached the point where I want to add guns that fire multiple bullets in a spread. As you can see in the code below, after instantiating my bullets from another script, this script increments their transform every frame with the 'moveDirection' Vector3 in Update(). However, I cant create a 'spread' if they all fire towards the same location, so after doing some research it looks like it would be best to stop making the fire at a set direction and instead make the bullets always move using transfrom.up and simply alter there rotation after being instatiated. However, I have had nothing but issues trying to make this change. If amyone has any ideas on how I could begin to take what I have below and make it move using transform.up, it would be greatly apprictaed.

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class Projectile : MonoBehaviour {

 public float bulletLife;

 public float turnSpeed;

 Vector3 moveDirection;

 public enum bulletDirection{straight, left, right};

 [HideInInspector]
 public bulletDirection dir;


 void Start()
 {
     StartCoroutine(destroyAfterTime());

     if (dir == bulletDirection.straight) {
         moveDirection = (Camera.main.ScreenToWorldPoint(Input.mousePosition) - transform.position);
         faceMouse();

     } else if (dir == bulletDirection.left){
         moveDirection = (Camera.main.ScreenToWorldPoint(Input.mousePosition) - transform.position);
         faceMouse();
     } else if (dir == bulletDirection.right){
         moveDirection = (Camera.main.ScreenToWorldPoint(Input.mousePosition) - transform.position);
         faceMouse();
     }

     moveDirection.z = 0;
     moveDirection.Normalize();


 }

 private void Update()   
 {
         transform.position = transform.position + moveDirection * WeaponManager.instance.currentWeapon.shootSpeed * Time.deltaTime;
 }

 public void faceMouse(){
  
     Vector3 mousePosition = Input.mousePosition;
     mousePosition.z = (Camera.main.transform.position- transform.position).magnitude;
     mousePosition = Camera.main.ScreenToWorldPoint(mousePosition);
     Vector2 direction = new Vector2(mousePosition.x - transform.position.x, mousePosition.y - transform.position.y);    
     transform.up = direction;

 }


 void OnTriggerEnter2D(Collider2D other)
 { 

     if (other.tag == "wall")
     {

         VisualEffects.spawnHitEffect(transform);
         Destroy(gameObject);
      
     } else if (other.tag == "enemy")
     {

         VisualEffects.spawnHitEffect(transform);
         Destroy(gameObject);
     }
 }



 IEnumerator destroyAfterTime()
 {
     yield return new WaitForSeconds(bulletLife);
     VisualEffects.spawnHitEffect(transform);
     Destroy(gameObject);
 }

}

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