I am trying to set up an enemy that will shoot at the player in a cone shape/shotgun shape. If I set the projectile script to transform.position += transform.right * m_Speed * Time.deltaTime; then the cone shape works as intended, just only to the right and not in the direction of the player. With the current setup (below), the projectile will shoot at the player, but all the bullet prefabs will be on top of each other and all going in the same direction, not in a cone shape.
How can I adjust this so the enemy will shoot at the player but retain the cone shape?
Enemy Script
aimAngle = 60f;
for (int i = 0; i < spreadShot; i++)
{
var shotRotation = gameObject.transform.rotation;
shotRotation *= Quaternion.Euler(0, 0, aimAngle);
GameObject clone = Instantiate(projectile, new Vector2(gameObject.transform.position.x, gameObject.transform.position.y), shotRotation);
aimAngle = aimAngle - 30f;
Vector3 direction = (Vector3)((player.transform.position - transform.position));
direction.Normalize();
clone.GetComponent<Projectile>().Setup(direction);
}
Projectile.cs
[SerializeField] float m_Speed;
Vector3 shootDir;
public void Setup(Vector3 shootDir)
{
this.shootDir = shootDir;
}
private void Update()
{
transform.position += shootDir * m_Speed * Time.deltaTime;
}
Not perfect yet but here is a working solution if anyone else has the same question.
Enemy Script
[SerializeField] public float attackSpread;
[SerializeField] private float startShotTime;
[SerializeField] private float delayShotTime;
[HideInInspector] public int spreadShot;
public void Attack() {
Vector2 targetPosition = target.transform.position - aimIndicator.transform.position;
Vector2 dirTowardsTarget = (targetPosition - (Vector2)transform.position);
transform.right = targetPosition.normalized;
Quaternion newRot;
for (int i = 0; i < spreadShot; i++)
{
float addedOffset = (i - (spreadShot / 2)) * attackSpread;
newRot = Quaternion.Euler(transform.localEulerAngles.x,
transform.localEulerAngles.y,
transform.localEulerAngles.z + addedOffset);
Instantiate(projectile).GetComponent<ButcherProjectile>().SpawnBullet(transform.position, newRot);
}
}
Projectile Script
[SerializeField] private float MovementSpeed = 10;
private Vector2 velocity;
public void SpawnBullet(Vector3 position, Quaternion rotation)
{
transform.position = position;
transform.rotation = rotation;
velocity = transform.right.normalized * MovementSpeed;
}
public void Update()
{
Vector2 nextPosition = (Vector2)transform.position + (velocity * Time.deltaTime);
transform.position = nextPosition;
Destroy(gameObject, 2f);
}
At the moment, your code rotates the bullet itself, not the vector of direction towards player. Shot rotation you computed doesn't affect your direction in any way.
To elaborate, if you rotate an object and just move it by transform.position, you changed its position by exactly how you specified, as if you just changed its x, y or z component by hand. Your rotation change to an object would produce desired results if you used transform.Translate(params) as this operation is dependant on object's current rotation and scale.
Apply your rotation to the direction, it should work just fine :)
More reference on how to do it: https://answers.unity.com/questions/46770/rotate-a-vector3-direction.html
Related
I'm making a 3rd person controller in unity and i'm stuck: i can't figure out how to make the player follow my freelook cinemachine.
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
public float speed;
public GameObject Hoverboard_script;
public GameObject cinemachine_Hoverboard;
public Transform main_cam_tf;
void Update()
{
Hoverboard_script.SetActive(false);
cinemachine_Hoverboard.SetActive(false);
PlayerMovement_void();
CamController_void();
}
void PlayerMovement_void()
{
float hor = Input.GetAxisRaw("Horizontal");
float ver = Input.GetAxisRaw("Vertical");
Vector3 playerMovement = new Vector3(hor, 0f, ver).normalized * speed * Time.deltaTime;
transform.Translate(playerMovement, Space.Self);
}
void CamController_void()
{
float MouseY = main_cam_tf.eulerAngles.y;
Debug.Log(MouseY);
Quaternion rotation = Quaternion.Euler(0f, MouseY, 0f);
transform.rotation = Quaternion.Lerp(transform.rotation, rotation, Time.deltaTime * 4f);
}
}
Right now if i rotate the camera, the player enters a non-stop loop where it rotate constantly. How can i solve? Thanks, cheers
If you want to rotate the player as the rotation value of Y of Camera then remove all the lines of codes in which they rotate your object. Instead use one of these:
1.
transform.rotation = Quaternion.AngleAxis(Camera.Main.transform.eulerAngles.y, Vector3.up);
transform.rotation = Quaternion.EulerAngles(transform.eulerAngles.x, Camera.Main.transform.eulerAngles.y, transform.eulerAngles.z);
I create a game, like minigolf/pool. I want to have a camera which follow player.
Position is normally ok, I get the ball direction and I lerp.
Rotation is almost ok. Currently, rotation by Y axis is ok, but camera look straigth forward, and don't look down to the player :
I already try many thing , quaternion angleToaxis, quarternion lookat ... but doesn't look good, the camera go look away ...
Here my code
namespace CameraManagerNameSpace
{
public class CameraManager : MonoBehaviour
{
public float cameraHeight=13f;
public PlayerNameSpace.Player playerToFollow;
public float followSpeed = 3f;
public float rotationSpeed = 1f;
float distance;
Vector3 position;
Vector3 newPos;
Quaternion rotation;
Quaternion newRot;
Vector3 playerPrevPos, playerMoveDir;
bool firstMoveDone=false;
void Start()
{
playerPrevPos = playerToFollow.player_transform.position;
distance = Vector3.Distance(transform.position,playerToFollow.player_transform.position);
}
void FixedUpdate()
{
if(Vector3.Distance(playerToFollow.player_transform.position ,playerPrevPos)>0.5f || firstMoveDone)
{
playerMoveDir = playerToFollow.player_transform.position - playerPrevPos;
firstMoveDone = true;
}
else
{
playerMoveDir = new Vector3(0,0,0);
}
if (playerMoveDir != Vector3.zero)
{
playerMoveDir.Normalize();
newPos = playerToFollow.player_transform.position - playerMoveDir * distance;
newRot =Quaternion.LookRotation(playerMoveDir,Vector3.up);
position = Vector3.Lerp(transform.position, new Vector3(newPos.x,newPos.y+cameraHeight,newPos.z), followSpeed * Time.deltaTime);
rotation = Quaternion.Lerp(transform.rotation, newRot, rotationSpeed * Time.deltaTime);
transform.position = position;
transform.rotation = rotation;
playerPrevPos = playerToFollow.player_transform.position;
}
}
}
}
Also, I don't know why, but after the balls stop the camera continue to do some movement very jerky, jolting, halting.
Well in
newRot = Quaternion.LookRotation(playerMoveDir,Vector3.up);
you are saying the camera to look in the same direction the player is moving ... not to look at the player. This would work if you wouldn't give the camera an extra position offset in the Y axis.
You might want to rather try
// vector pointing from the camera towards the player
var targetDirection = playerToFollow.player_transform.position - transform.position;
newRot = Quaternion.LookRotation(targetDirection, Vector3.up);
You should also rather use Update since FixedUpdate is only used for physics related stuff (also see Update & FixedUpdate)
I am having trouble with aligning my player controlled camera (I use the same class for FPS and TPS) to look at a target (when ResetCamera() is called by another script) and then getting the player to resume control. The main reason I am doing this is so I can switch between FPS and TPS cameras and remain looking at the same target.
I can look at the target fine, but ONLY if I stop setting the rotation based on yaw and pitch (from "Mouse X" and "Mouse Y" inputs) in LateUpdate() after I set the lookAtTarget in ResetCamera(), but that means the player can no longer look around.
However, I cannot figure out how to get the correct yaw and pitch values after this so the player can continue looking around from the new look at target. How could I do this so the player could continue looking around?
public class PlayerCamera : MonoBehaviour {
public float mouseSensitivity = 10f;
public Transform target;
public float dstFromTarget = 2f;
public Vector2 pitchConstraints = new Vector2(-20f, 85f);
public float rotSmoothTime = .12f;
Vector3 rotSmoothVel;
Vector3 currRot;
float yaw;
float pitch;
void LateUpdate() {
yaw += Input.GetAxis("Mouse X") * mouseSensitivity;
pitch -= Input.GetAxis("Mouse Y") * mouseSensitivity;
pitch = Mathf.Clamp(pitch, pitchConstraints.x, pitchConstraints.y);
currRot = Vector3.SmoothDamp(currRot, new Vector3(pitch, yaw), ref rotSmoothVel, rotSmoothTime);
transform.eulerAngles = currRot;
transform.position = target.position - transform.forward * dstFromTarget;
}
public void ResetCamera(Transform lookAtTarget) {
transform.LookAt(lookAtTarget);
// below gets yaw and pitch values that move the camera to look at the
// wrong location
// yaw = transform.eulerAngles.x;
// pitch = transform.eulerAngles.y;
// pitch = Mathf.Clamp(pitch, pitchConstraints.x, pitchConstraints.y);
// currRot = new Vector3(pitch, yaw);
}
}
So, I figured out how to do what I wanted. Below is a script for a third or first person (just adjust the dstFromTarget variable to zero) camera that can be rotated to look at a target by another script with ResetCamera() and the player can resume moving around from that point.
public class PlayerCamera : MonoBehaviour {
public bool isFirstPerson = false;
public float mouseSensitivity = 10f;
public Transform target;
public float dstFromTarget = 2f;
public bool invertedPitch = false;
public float smoothTime = .12f;
public float minimumX = -85f;
public float maximumX = 85f;
// LateUpdate, so the Camera Target will definitely have been set
void LateUpdate () {
// first person updating is handled by Inverse kinematics stuff in my case
if (isFirstPerson) return;
UpdateStuff();
}
public void UpdateStuff() {
float yaw = Input.GetAxisRaw("Mouse X");
float pitch = -Input.GetAxisRaw("Mouse Y");
if (invertedPitch) {
pitch *= -1f;
}
Vector3 yRot = new Vector3(0f, yaw, 0f) * mouseSensitivity;
Vector3 xRot = new Vector3(pitch, 0f, 0f) * mouseSensitivity;
xRot = ClampRotationAroundXAxis(transform.rotation, xRot);
Transform newTrans = transform;
newTrans.Rotate(xRot);
newTrans.Rotate(yRot, Space.World);
transform.rotation = Quaternion.Slerp(transform.rotation, newTrans.rotation, smoothTime * Time.deltaTime);
transform.position = target.position - transform.forward * dstFromTarget;
}
public void ResetCamera(Transform lookAtTarget) {
transform.LookAt(lookAtTarget);
}
Vector3 ClampRotationAroundXAxis(Quaternion q, Vector3 xrot) {
q.x /= q.w;
q.y /= q.w;
q.z /= q.w;
q.w = 1.0f;
float angleX = 2.0f * Mathf.Rad2Deg * Mathf.Atan (q.x);
if (angleX < minimumX && xrot.x < 0f) {
xrot = Vector3.zero;
}
if (angleX > maximumX && xrot.x > 0f) {
xrot = Vector3.zero;
}
return xrot;
}
}
In Unity I want to make it so that when I hold w, instead of going in a single direction I want it to go forward in the direction of my camera how do I do that? (Sorry I'm new to unity)
EDIT: The movement script is:
using UnityEngine;
using System.Collections;
public class Player_Movement : MonoBehaviour {
public float speed = 6.0F;
public float jumpSpeed = 8.0F;
public float gravity = 20.0F;
private Vector3 moveDirection = Vector3.zero;
void Update() {
CharacterController controller = GetComponent<CharacterController>();
if (controller.isGrounded) {
moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
moveDirection = transform.TransformDirection(moveDirection);
moveDirection *= speed;
if (Input.GetButton("Jump"))
moveDirection.y = jumpSpeed;
}
moveDirection.y -= gravity * Time.deltaTime;
controller.Move(moveDirection * Time.deltaTime);
}
}
As indicated by #lockstock, the direction the camera is facing can be retrieved from its transform. Here is an example below if you want to know how to use it.
public class Player_Movement : MonoBehaviour
{
public float speed = 6.0F;
public float jumpSpeed = 8.0F;
public float gravity = 20.0F;
// Drag & Drop the camera in this field, in the inspector
public Transform cameraTransform ;
private Vector3 moveDirection = Vector3.zero;
void Update() {
CharacterController controller = GetComponent<CharacterController>();
if (controller.isGrounded) {
moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
moveDirection = cameraTransform.TransformDirection(moveDirection);
moveDirection *= speed;
if (Input.GetButton("Jump"))
moveDirection.y = jumpSpeed;
}
moveDirection.y -= gravity * Time.deltaTime;
controller.Move(moveDirection * Time.deltaTime);
}
}
This scripts works without any error. I've tested it in Unity myself.
The forward direction of the camera is obtained by using Camera.main.transform.forward
turn your player so the blue axis is facing the same direction as the blue axis on the camera. then drag and drop the camera onto the player. now when you move the player, the camera will follow, and stay behind the player
I am creating a game where the world is 3D yet the characters are 2D. This means that my Y rotation must not change or else the 2D sprite rotates. I have a been scripting an AI and while the enemy does attract towards my player, he also rotates by 90 degrees. How can I modify my code to make it so that the sprite follows my player in the X and Z axis but the Y axis rotation stays zero.
//CODE STARTS
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AISimple : MonoBehaviour
{
public Transform player;
float distancefrom_player;
public float look_range = 20.0f;
public float agro_range = 10.0f;
public float move_speed = 5.0f;
public float damping = 6.0f;
// Use this for initialization
void Start()
{
}
// Update is called once per frame
void Update()
{
distancefrom_player = Vector3.Distance(player.position, transform.position);
if (distancefrom_player < look_range)
{
lookAt();
}
if (distancefrom_player < agro_range)
{
attack();
}
}
void lookAt()
{
Quaternion rotation = Quaternion.LookRotation(player.position - transform.position);
transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * damping);
}
void attack()
{
transform.Translate(Vector3.forward * move_speed * Time.deltaTime);
}
}
rigidbody has this functionality, if you tick freeze y rotation you'll be fine
okay, then try to modify y rotation before you set it
void lookAt()
{
Quaternion rotation = Quaternion.LookRotation(player.position - transform.position);
var euler = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * damping).eulerAngles;
euler.y = 0f;
transform.rotation = Quaternion.Euler(euler);
}