I am making a Top-Down 2D shooting game and i did spot a trouble. The point is, player gun has weird rotation whenever the player rotate.
I made my Player face mouse position. Player gun is not in the center of sprite. The Gun is a prefab in PlayerHand and PlayerHand is a Child of Player. I tried a lot of things and yet still i cant find a solution.
public class HandHolder : MonoBehaviour
{
[SerializeField] Gun gun;
[SerializeField] float offsetX;
[SerializeField] float offsetY = 0.01f;
Gun playerGun;
void Awake ()
{
playerGun = Instantiate(gun,transform.localPosition,transform.localRotation) as Gun;
}
// Update is called once per frame
void Update ()
{
playerGun.transform.position = new Vector3(transform.position.x + offsetX,transform.position.y + offsetY);
playerGun.transform.rotation = transform.rotation;
playerGun.Shooting();
}
}
void Update()
{
if (!isLocalPlayer)
return;
Vector3 position = new Vector3(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")).normalized * Time.deltaTime * 20f;
transform.position += position;
FaceMouse();
}
public void FaceMouse()
{
Vector3 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition) - transform.position;
mousePosition.Normalize();
float rotation_z = Mathf.Atan2(mousePosition.y, mousePosition.x) * Mathf.Rad2Deg;
transform.rotation = Quaternion.Euler(0f, 0f, rotation_z);
}
Here are the screenshoots. My Player already has a gun in texture. but it is only texture. I want the Gun prefab to be exactly on the place of Player sprite gun, whenever i rotate.