Use closest point instead of center

Check if the closest point of an enemy is in range instead of checking
the center
This commit is contained in:
2024-10-26 22:46:03 -07:00
parent 4625b1c80d
commit e3c8dfcfa7

View File

@@ -57,9 +57,14 @@ public class Teo : MonoBehaviour
Ratbot ratbot = hit.GetComponent<Ratbot>();
// If ratbot exists and is within swing range, damage it.
// Calculate absolute difference between angles of ratbot and cursor
if (ratbot == null || Mathf.Abs(Mathf.Atan2(
hit.transform.position.y - transform.position.y,
hit.transform.position.x - transform.position.x
if (ratbot == null) continue;
Vector2 hitClosest = Physics2D.ClosestPoint(
transform.position,
hit
);
if (Mathf.Abs(Mathf.Atan2(
hitClosest.y - transform.position.y,
hitClosest.x - transform.position.x
) - Mathf.Atan2(
Input.mousePosition.y - Screen.height/2,
Input.mousePosition.x - Screen.width/2