Reputation: 47
so recently my friends and I are trying to make a game for fun. Currently, I hit a wall and not sure how to do this. I am trying to create a simple base script where I have the character move and attack with right click. If it hits the ground, it will move there and and if in range of a target, it will send a projectile. So the game is creating the projectile but its not actually moving. Can anyone tell me what I should probably do. At first, I thought to just make it all one script but now I am thinking it be best to make another script for the projectile.
void Update()
{
if (Input.GetMouseButtonDown(1))
{
RaycastHit hit;
if(Physics.Raycast (Camera.main.ScreenPointToRay(Input.mousePosition), out hit) && hit.transform.tag == "Minion")
{
if(Vector3.Distance(this.transform.position, hit.point) <= atkRange)
{
GameObject proj = Instantiate(bullet) as GameObject;
proj.transform.position = Vector3.MoveTowards(this.transform.position, target, atkSpd);
}
}
else if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit, speed))
{
agent.destination = hit.point;
}
}
}
So this is what I originally had. I am pretty sure I did something wrong here. Also I am not sure if I should have another script for the projectile itself or if it is not necessary. Thank you for any help or tips on what to do.
Upvotes: 0
Views: 2216
Reputation: 9821
For starters, I'd advize using a Rigidbody
component and letting physics handle movement but if you'd like to use Vector3.MoveTowards
, it'll be a bit of work:
Vector3.MoveTowards
is something that needs to be called every frame. I'm guessing bullet
is your prefab so you'll want to make a new script for the movement and place it on that prefab:
public class MoveToTarget : MonoBehaviour
{
private float _speed;
private Vector3 _target;
public void StartMovingTowards(Vector3 target, float speed)
{
_target = target;
_speed = speed;
}
public void FixedUpdate()
{
// Speed will be 0 before StartMovingTowards is called so this will do nothing
transform.position = Vector3.MoveTowards(transform.postion, _target, _speed);
}
}
After you've attached this to your prefab, make sure you grab a reference and get it started when you instantiate a copy of your prefab:
GameObject proj = Instantiate(bullet) as GameObject;
var movement = proj.GetComponent<MoveToTarget>();
movement.StartMovingTowards(target, atkSpd);
If you instead go the physics route, add a Rigidbody
component to your bullet prefab, and get a reference to that instead of making the MoveToTarget
script:
GameObject proj = Instantiate(bullet) as GameObject;
var body = proj.GetComponent<Rigidbody>();
Then you can just apply a force and let physics take over:
body.AddForce(target - transform.position, ForceMode.Impulse);
Upvotes: 4
Reputation:
Don't set the position like you currently are
proj.transform.position = Vector3.MoveTowards(this.transform.position, target, atkSpd);
Instead, add either a characterController or a rigidbody and use rb.addVelocity.
Upvotes: 0