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This question was closed Oct 27, 2020 at 06:23 AM by baswillemkars for the following reason:

Found the problem in another script.

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Question by baswillemkars · Oct 26, 2020 at 08:40 PM · c#prefabdirectionprojectile

My chain hit goes to the center of the map, why?

So I'm making a chainhit spell which is suppose to shoot a projectile and if it hits an enemy the projectile will bounce to enemies close by. I used a tutorial for this (which might help). However upon casting the projectile goes towards (0, 0) instead of the direction it is suppose to go. The code I use to shoot the projectile is completely the same as other projectiles I shoot in my game, however it seems the prefab code is interacting with the direction but I'm not sure why. So this is the code I'm using:

     private spellState currentSpellState;
     private bool isCasting;
     public Collider2D range1;
     public Camera Viewer;
     private Vector3 Target;
     public GameObject Player;
     public GameObject ChainBoltPrefab;
     public float BulletSpeed;
     public SpriteRenderer arcaneRange2;
     private bool MouseOnRange;
     private int manaValue;
     private void OnMouseEnter()
     {
         if (gameObject.CompareTag("Player"))
         {
             MouseOnRange = true;
         }
     }
     private void OnMouseExit()
     {
         if (gameObject.CompareTag("Player"))
         {
             MouseOnRange = false;
         }
     }
     private void Start()
     {
         currentSpellState = spellState.notAttacking;
     }
     private void Update()
     {
         isCasting = ArcaneSpell.casting;
         manaValue = Mana.mana;
         StartCoroutine(ChainBoltCo());
     }
 
     private void ChainBolt(Vector2 direction, float rotationZ)
     {
         GameObject b = Instantiate(ChainBoltPrefab) as GameObject;
         b.transform.position = Player.transform.position;
         b.transform.rotation = Quaternion.Euler(0.0f, 0.0f, rotationZ);
         b.GetComponent<Rigidbody2D>().velocity = direction * BulletSpeed;
     }
     private IEnumerator ChainBoltCo()
     {
         Vector3 difference = Target - Player.transform.position;
         float rotationZ = Mathf.Atan2(difference.y, difference.x) * Mathf.Rad2Deg;
         if (Input.GetKey("2") && currentSpellState == spellState.notAttacking)
         {
             arcaneRange2.enabled = true;
             if (Mana.isCasting == false && Input.GetKey("2") && MouseOnRange == true && currentSpellState == spellState.notAttacking && manaValue > 1 && manaValue < 99)//change mana amount
             {
                 arcaneRange2.enabled = false;
                 currentSpellState = spellState.attacking;
                 Mana.isCasting = true;
                 //add cast animation
                 yield return new WaitForSeconds(1f); // casttime
                 float distance = difference.magnitude;
                 Vector2 direction = difference / distance;
                 direction.Normalize();
                 ChainBolt(direction, rotationZ);
                 // add shoot sound
                 yield return new WaitForSeconds(0.2f);
                 Mana.isCasting = false;
                 currentSpellState = spellState.notAttacking; // end of cooldown
             }
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