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Question by Hoainam1 · Aug 07, 2021 at 10:44 AM · collisionmobile2dmovement

Problem With The Shooting Script

Sorry Everyone But I'm new in Unity. I want to build a mobile game. But I Have some Problems with my shooting script: The Script is Below:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
  
 public class GameManager : MonoBehaviour
 {
  
     #region Singleton class: GameManager
  
     public static GameManager instance;
  
     void Awake()
     {
         if (instance == null)
         {
             instance = this;
         }
     }
  
     #endregion
  
     Camera cam;
  
     public PlayerController ball;
     public TrajectoryScript trajectory;
  
  
     [SerializeField] float pushForce = 4f;
  
     bool isDragging = false;
     int canMove = 0;
     Vector2 startPoint;
     Vector2 endPoint;
     Vector2 direction;
     Vector2 force;
     float distance;
  
     //---------------------------------------
     void Start()
     {
      
         cam = Camera.main;
         ball.DesactivateRb();
     }
  
     void Update()
     {
         Debug.Log(ball.rb.velocity.y);
         if (ball.rb.velocity.y == 0 )
         {
             canMove = 1;
          
             if (Input.GetMouseButtonDown(0) && canMove ==1  )
             {
              
                 isDragging = true;
                 OnDragStart();
              
  
             }
             if (Input.GetMouseButtonUp(0) )
             {
                 isDragging = false;
                 OnDragEnd();
                 canMove = 2;
                 force = Vector2.zero;
             }
  
             if (isDragging )
             {
              
                 OnDrag();
              
              
             }
  
         }
      
  
      
     }
  
     //-Drag
     void OnDragStart()
     {
      
         ball.ActivateRb();
             startPoint = cam.ScreenToWorldPoint(Input.mousePosition);
             trajectory.Show();
  
     }
  
     void OnDrag()
     {
  
             endPoint = cam.ScreenToWorldPoint(Input.mousePosition);
             distance = Vector2.Distance(startPoint, endPoint);
         if (distance >= 1.2f)
         {
             distance = 1.2f;
         }
             direction = (startPoint - endPoint).normalized;
             force = direction * distance * pushForce;
             //just for debug
             Debug.DrawLine(startPoint, endPoint);
             trajectory.UpdateDots(ball.ballPos, force);
  
      
     }
  
     void OnDragEnd()
     {
         distance = 0;
      
         //push the ball
         ball.ActivateRb();
         ball.Push(force);
         trajectory.Hide();
      
     }
  
 }


My problem is when i get my player into the elevator . The Elevator will auto move up and down. So The Player And Camera Move Up and down too .Futhermore, Because the cam move up and down automatically so the end point will not in the position i want . So i hope everybody suggest me some solutions to solve this problem :((. AH ! another question that :( when the elevator goes down i see that the ball auto jump up :( i don't know why ?

Image1: https://forum.unity.com/attachments/upload_2021-8-7_15-59-52-png.903464/

Image2: https://forum.unity.com/attachments/upload_2021-8-7_16-1-45-png.903470/

Image3: https://forum.unity.com/attachments/upload_2021-8-7_16-1-21-png.903467/

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avatar image rage_co · Aug 07, 2021 at 03:03 PM 0
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I think the first problem arises from the fact that the start position is update only once when you start the dragging, im not experienced with trajectory and other stuff, but it may help to somehow update the start position in update....i know the existing code won't work....but as i said before i have little experience with this....so that's all i can help for now

avatar image Hoainam1 rage_co · Aug 23, 2021 at 08:50 AM 0
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thank you but i have fixed it ! just change detect input method !

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