I’m currently working on an 3d isometric twin stick shooter for android. I have used the Survival shooter tutorial as a base to build upon.
I wan’t to add the ability for the player to shoot upwards/downwards, for example up or down stairs. This will allow me to add more diversity to the levels.
If I was developing for PC(keyboard+mouse) this would have been easy because I would be able to Raycast to the position of the mouse and simply shoot towards the hitpoint. The problem however is that i’m using on-screen joystick to move and rotate the player(left stick moves player, right stick rotates player and makes him shoot in that direction).
With this current setup the player will always shoot in a straight line, and won’t be able to shoot up/down.
I have no idea how to solve this issue, thus I turned towards Unity Answers hoping that someone might be able to help me.
Player shooting script just in case it’s needed:
using UnityEngine;
public class PlayerShooting : MonoBehaviour
{
public int damagePerShot = 20; // The damage inflicted by each bullet.
public float timeBetweenBullets = 0.15f; // The time between each shot.
public float range = 100f; // The distance the gun can fire.
public bool useTouch = true;
float timer; // A timer to determine when to fire.
Ray shootRay; // A ray from the gun end forwards.
RaycastHit shootHit; // A raycast hit to get information about what was hit.
int shootableMask; // A layer mask so the raycast only hits things on the shootable layer.
//ParticleSystem gunParticles; // Reference to the particle system.
LineRenderer gunLine; // Reference to the line renderer.
AudioSource gunAudio; // Reference to the audio source.
Light gunLight; // Reference to the light component.
float effectsDisplayTime = 0.2f; // The proportion of the timeBetweenBullets that the effects will display for.
void Awake()
{
// Create a layer mask for the Shootable layer.
shootableMask = LayerMask.GetMask("Shootable");
// Set up the references.
//gunParticles = GetComponent<ParticleSystem>();
gunLine = GetComponent<LineRenderer>();
gunAudio = GetComponent<AudioSource>();
gunLight = GetComponent<Light>();
#if UNITY_EDITOR
useTouch = false;
#endif
}
void Update()
{
// Add the time since Update was last called to the timer.
timer += Time.deltaTime;
// If the Fire1 button is being press and it's time to fire...
if (!useTouch)
{
if (Input.GetButton("Fire1") && timer >= timeBetweenBullets)
{
// ... shoot the gun.
Shoot();
}
}
else
{
//If there is input on the right joystick and it's time to fire...
Vector2 direction = UltimateJoystick.GetPosition("Direction");
if ((direction.x != 0 || direction.y != 0) && timer >= timeBetweenBullets)
Shoot();
}
// If the timer has exceeded the proportion of timeBetweenBullets that the effects should be displayed for...
if (timer >= timeBetweenBullets * effectsDisplayTime)
{
// ... disable the effects.
DisableEffects();
}
}
public void DisableEffects()
{
// Disable the line renderer and the light.
gunLine.enabled = false;
gunLight.enabled = false;
}
void Shoot()
{
// Reset the timer.
timer = 0f;
// Play the gun shot audioclip.
gunAudio.Play();
// Enable the light.
gunLight.enabled = true;
// Stop the particles from playing if they were, then start the particles.
//gunParticles.Stop();
//gunParticles.Play();
// Enable the line renderer and set it's first position to be the end of the gun.
gunLine.enabled = true;
gunLine.SetPosition(0, transform.position);
// Set the shootRay so that it starts at the end of the gun and points forward from the barrel.
shootRay.origin = transform.position;
shootRay.direction = transform.forward;
// Perform the raycast against gameobjects on the shootable layer and if it hits something...
if (Physics.Raycast(shootRay, out shootHit, range, shootableMask))
{
// Try and find an EnemyHealth script on the gameobject hit.
EnemyHealth enemyHealth = shootHit.collider.GetComponent<EnemyHealth>();
// If the EnemyHealth component exist...
if (enemyHealth != null)
{
// ... the enemy should take damage.
enemyHealth.TakeDamage(damagePerShot, shootHit.point);
}
// Set the second position of the line renderer to the point the raycast hit.
gunLine.SetPosition(1, shootHit.point);
}
// If the raycast didn't hit anything on the shootable layer...
else
{
// ... set the second position of the line renderer to the fullest extent of the gun's range.
gunLine.SetPosition(1, shootRay.origin + shootRay.direction * range);
}
}
}