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Question by consolleparadise · Jan 19, 2020 at 07:11 PM · androidaxisjoystick

hi all im trying to add fire stick to my shooter..

for the movement im ok, i just need help for shooting.. it shoot in the direction with the stick with Time.deltaTime, but the player dont get the initial position when i go in the scene, he get stucked.. without Time.deltaTime the character dont aim with the stick but he get in the scene where i want it to be.. i dont know what to do, im new to this, please help..

im using a 2 stick left and right.. left for movement and right for aiming and shoot

using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityStandardAssets.CrossPlatformInput; using CodeMonkey.Utils;

public class PlayerAimWeapon : MonoBehaviour {

 public event EventHandler<OnShootEventArgs> OnShoot;
 public class OnShootEventArgs : EventArgs {
     public Vector3 gunEndPointPosition;
     public Vector3 shootPosition;
     public Vector3 shellPosition;
 }

 
 private Transform aimTransform;
 private Transform aimGunEndPointTransform;
 private Transform aimShellPositionTransform;
 private Animator aimAnimator;

 private void Awake() {
     
     aimTransform = transform.Find("AK47");
     aimAnimator = aimTransform.GetComponent<Animator>();
     aimGunEndPointTransform = aimTransform.Find("GunEndPointPosition");
     aimShellPositionTransform = aimTransform.Find("ShellPosition");
 }

 private void Update() {
     HandleAiming();
     HandleShooting();
 }

 private void HandleAiming() {
     Vector3 LookDir = new Vector3(CrossPlatformInputManager.GetAxis("Horizontal2"),CrossPlatformInputManager.GetAxis("Vertical2"));
     transform.position = transform.position * Time.deltaTime;

}

     Vector3 aimDirection = (mousePosition - aimTransform.position).normalized;
     float angle = Mathf.Atan2(aimDirection.y, aimDirection.x) * Mathf.Rad2Deg;
     aimTransform.eulerAngles = new Vector3(0, 0, angle);

     Vector3 aimLocalScale = Vector3.one;
     if (angle > 90 || angle < -90) {
         aimLocalScale.y = -1f;
     } else {
         aimLocalScale.y = +1f;
     }
     aimTransform.localScale = aimLocalScale;

     
 }

 private void HandleShooting() {
     if (Input.GetMouseButton(0)) {
         Vector3 mousePosition = UtilsClass.GetMouseWorldPosition();

         aimAnimator.SetTrigger("Shoot");

         OnShoot?.Invoke(this, new OnShootEventArgs { 
             gunEndPointPosition = aimGunEndPointTransform.position,
             shootPosition = mousePosition,
             shellPosition = aimShellPositionTransform.position,
         });
     }
 }

}

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