using UnityEngine; using UnityEngine.UI; public class PlayerRotate90Shoot2D : MonoBehaviour { public GameObject playerImg; public GameObject bullet; public GameObject bulletPos; public float playerSpeed = 6.0f; public float bulletSpeed = 400.0f; Rigidbody2D rb; Vector2 movement; void Start() { rb = GetComponent(); } void Update() { movement.x = Input.GetAxisRaw("Horizontal"); movement.y = Input.GetAxisRaw("Vertical"); if (movement.x == 0 && movement.y > 0) { playerImg.transform.rotation = Quaternion.Euler(0, 0, 90); } else if (movement.x == 0 && movement.y < 0) { playerImg.transform.rotation = Quaternion.Euler(0, 0, -90); } else if (movement.x > 0 && movement.y == 0) { playerImg.transform.rotation = Quaternion.Euler(0, 0, 0); } else if (movement.x < 0 && movement.y == 0) { playerImg.transform.rotation = Quaternion.Euler(0, 0, 180); } if (Input.GetButtonDown("Fire1")) { GameObject tmp = Instantiate(bullet, bulletPos.transform.position, Quaternion.Euler(0, 0, 0)); tmp.transform.rotation = Quaternion.Euler(0, 0, playerImg.transform.rotation.eulerAngles.z); Rigidbody2D tmpRB = tmp.GetComponent(); Destroy(tmp, 5f); if (playerImg.transform.rotation.eulerAngles.z == 0) { tmpRB.AddForce(new Vector2(5, 0) * bulletSpeed); } else if (playerImg.transform.rotation.eulerAngles.z == 180) { tmpRB.AddForce(new Vector2(-5, 0) * bulletSpeed); } else if (playerImg.transform.rotation.eulerAngles.z == 90) { tmpRB.AddForce(new Vector2(0, 5) * bulletSpeed); } else if (playerImg.transform.rotation.eulerAngles.z == 270) { tmpRB.AddForce(new Vector2(0, -5) * bulletSpeed); } } } void FixedUpdate() { rb.MovePosition(rb.position + movement * playerSpeed * 0.02f); } }