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Need some help calculating Euler Angles
Hello! So I'm trying to make a top down shooter controller that uses object pooling for the bullet prefabs, some of the scripts are from this tutorial:
https://www.youtube.com/watch?v=Mq2zYk5tW_E&t=114s
I'm failing to make the calculations of the Euler Angles correctly, the PlayerBulletPoolAttack function is the one that I need to make some change. I need it to calculate the startAngle and endAngle relative to the players mouse position, how can I do that??
I'm using these scripts:
BulletPoolScript
public class BulletPool : MonoBehaviour { public static BulletPool bulletPoolInstance;
[SerializeField]
public GameObject pooledBullet;
private bool notEnoughBulletsInPool = true;
private List<GameObject> bullets;
private void Awake()
{
bulletPoolInstance = this;
}
void Start()
{
bullets = new List<GameObject>();
}
public GameObject GetBullet()
{
if(bullets.Count > 0)
{
for(int i = 0; i < bullets.Count; i++)
{
if (!bullets[i].activeInHierarchy)
{
return bullets[i];
}
}
}
if (notEnoughBulletsInPool)
{
GameObject bul = Instantiate(pooledBullet);
bul.SetActive(false);
bullets.Add(bul);
return bul;
}
return null;
}
}
PlayerBulletScript
public class DefaultPlayerProjectile : MonoBehaviour { private Vector2 moveDirection; public float moveSpeed = 200f;
private Rigidbody2D rb2D;
private void Start()
{
rb2D = GetComponent<Rigidbody2D>();
}
private void FixedUpdate()
{
rb2D.velocity = moveDirection * moveSpeed * Time.deltaTime;
}
public void SetMoveDirection(Vector2 dir)
{
moveDirection = dir;
}
private void DestroyPoolObject()
{
gameObject.SetActive(false);
}
private void OnTriggerEnter2D(Collider2D other)
{
if (other.CompareTag("Enemy"))
{
Debug.log("Enemy Hit!");
}
DestroyPoolObject();
}
}
PlayerAttackFunction
[SerializeField] private int bulletsAmount = 10;
[SerializeField]
private float startAngle = 0f, endAngle = 0f, centerAngle = 0f;
private Vector2 bulletMoveDirection;
private void Awake()
{
instance = this;
}
private void Update()
{
centerAngle = (PlayerAimController.instance.weaponRotation.eulerAngles.z);
}
public void PlayerBulletPoolAttack(Transform firePoint)
{
float angleStep = (endAngle - startAngle) / bulletsAmount;
float angle = startAngle;
for (int i = 0; i < bulletsAmount + 1; i++)
{
float bulDirX = transform.position.x + Mathf.Sin((angle * Mathf.PI) / 180f);
float bulDirY = transform.position.y + Mathf.Cos((angle * Mathf.PI) / 180f);
Vector3 bulMoveVector = new Vector3(bulDirX, bulDirY, 0f);
Vector2 bulDirection = (bulMoveVector - transform.position).normalized;
GameObject bul = BulletPool.bulletPoolInstance.GetBullet();
bul.transform.position = firePoint.position;
bul.transform.rotation = firePoint.rotation;
bul.SetActive(true);
bul.GetComponent<DefaultPlayerProjectile>().SetMoveDirection(bulDirection);
angle += angleStep;
}
}
PlayerAimController
public class PlayerAimController : MonoBehaviour { public static PlayerAimController instance; public bool isFlipped; private Camera mainCamera; public Transform weaponRotationPoint;
private void Awake()
{
instance = this;
}
private void Start()
{
mainCamera = Camera.main;
}
private void Update()
{
GetPlayerAimInput();
}
void GetPlayerAimInput()
{
Vector3 mousePos = Input.mousePosition;
Vector3 screenPoint = mainCamera.WorldToScreenPoint(transform.localPosition);
//ROTATING THE PLAYER
if (mousePos.x < screenPoint.x)
{
transform.localScale = new Vector3(-1f, 1f, 1f);
weaponRotationPoint.localScale = new Vector3(-1f, -1f, 1f);
isFlipped = true;
}
else
{
transform.localScale = Vector3.one; // transform.localScale = new Vector3(1f, 1f, 1f);
weaponRotationPoint.localScale = Vector3.one;
isFlipped = false;
}
//ROTATING THE GUN
Vector2 offset = new Vector2(mousePos.x - screenPoint.x, mousePos.y - screenPoint.y);
//RETURNS ANGLE BETWEEN X AND Y
float angle = Mathf.Atan2(offset.y, offset.x) * Mathf.Rad2Deg;
weaponRotationPoint.rotation = Quaternion.Euler(0, 0, angle);
}
}
ShootingFunction
public void ProjectileShot() { PlayerRangedAttack.instance.PlayerBulletPoolAttack(shotPoint); }
I tried creating a variable to store the player's weapon rotation(centerAngle). But when I try to apply that to the PlayerAttack function the angles are always weird, I need some help finding the correct formula to calculate this. Can please someone help? Thank you so much for reading this.
Answer by jackmw94 · Jan 22, 2021 at 10:10 AM
There are 2 methods to do this:
First, the maths way:
Step 1: Get the vector from the ship to mouse position
Step 2: Find the angle of that vector from 0 degrees or "Vector2.Up"
Step 3: Rotate each direction by this angle
// before your for loop:
Vector2 aimVector = Input.mousePosition - transform.position;
float aimAngle = Vector2.Angle(Vector2.up, aimVector);
// then before you use bullet direction:
Vector2 adjustedBulDirection = Quaternion.AngleAxis(aimAngle, Vector3.forward) * bulDirection;
Quaternions might be quite scary but as long as your use their functions as they describe them and worry less about what's going on under the hood, they're great! That mantra has served me for years of game dev, it's not just advice for while you're learning! What they're doing here is rotating the vector around the forward direction, which in your 2D game is the vector going into the screen. You could also google a 2D vector rotation function and use that instead, imo unity should provide that.
However, the easiest way is probably using unity's transforms to do it for you:
Transform weaponRotation = PlayerAimController.instance.weaponRotation;
Vector2 adjustedBulDirection = weaponRotation .TransformDirection(bulDirection);
What this does is it takes your direction in world space and makes it relative to the transform, what was previously a global forward now points in the forward direction of the transform.
Let me know if you run into any issues!
$$anonymous$$y god thank you so much it worked perfectly with your code! I'm gonna do some more research on Vector2 Rotation. Thanks again! Have a wonderful day.