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Question by CNibbles · May 14, 2017 at 12:20 AM · c#rotationscripting problemprogramming

.rotation doesn't seem to work, can't shoot projectile at mouse coordinates

I'm trying to get a projectile to work, but it won't go the direction I click. I have debug.drawline showing if my mouse coordinates are working and the line works fine and follows my mouse. Can anyone tell me what is wrong with my code?

//Variables used here //public LayerMask WhatToHit; //public int lifeTime = 100; //Transform firePoint; //public Transform bulletTrailPreFabEffect;

private void shoot() { //Debug.LogError("Mouse pos X " + Camera.main.WorldToScreenPoint(Input.mousePosition).x + " Mouse Y coord: " + Camera.main.WorldToScreenPoint(Input.mousePosition).y); //Debug.LogError("Function is working"); //Mouse position Vector2 mousePos = new Vector2( Camera.main.ScreenToWorldPoint(Input.mousePosition).x, Camera.main.ScreenToWorldPoint(Input.mousePosition).y); //Fire point position Vector2 firePointPos = new Vector2(firePoint.position.x, firePoint.position.y);

     //Get our direction
     Vector2 direction = mousePos + firePointPos;
     //Normalize our direction
     direction.Normalize();

     //Debug.LogError("The direction is " + direction);
     RaycastHit2D hit = Physics2D.Raycast(firePointPos, direction, lifeTime, WhatToHit);



     //Bullet effect
     Instantiate(bulletTrailPreFabEffect, new Vector3(firePoint.position.x, firePoint.position.y, firePoint.position.z), firePoint.rotation);
     //Debug to see if it works
     Debug.DrawLine(firePointPos, mousePos, Color.black);
     //Debug to see if we hit something
     //if (hit.collider != null)
     //{
     //    Debug.DrawLine(firePointPos, hit.point, Color.red);
     //    Debug.Log("We hit" + hit.collider.name + " And it did " + damage + " Damage");
     //}

 }
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avatar image CNibbles · May 14, 2017 at 12:23 AM 0
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Can't seem to get the full code in that little window, sorries! If anyone knows how to make it fit, let me know so I can edit it

avatar image CNibbles · May 14, 2017 at 12:25 AM 0
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Also did some more testing: Debug.LogError("Rotation: " + firePoint.rotation + " Firepoint Pos : " + firePoint.position.x + ", <- x y -> " + firePoint.position.y);

When I do that, my rotation is always 0,0,0,0 and my x/y won't move until I move my character

avatar image CNibbles · May 14, 2017 at 12:27 AM 0
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Whoops, I mean (0.0, 0.0, 0.0, 1.0) for rotation

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