I’m developing a 2D top down shooter where the player has a pistol. However, I've noticed that when enemies get too close, the player can't shoot them because the pistol doesn't have a collider.
I want to ensure that the player can shoot enemies even when they are very close without changing the game dynamics too much. Should I add a collider to the pistol, or is there a better way to handle this situation?
What are some effective methods to solve this problem? Any advice or sample code would be greatly appreciated!
The issue is that the fire point is far from the player, as the gun is quite big. I'm not sure what is usually done in this case, as I don't use auto fire and some enemies cause the player damage with collision.
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First, here is my gun aiming script, which controls how the gun aims at the mouse position. The gun will aim towards the mouse unless the mouse is too close to the player (within a minimum aiming distance). I use Unity's Camera.main to get the camera, then convert the mouse position from screen coordinates to world coordinates. After calculating the direction from the player to the mouse, I use trigonometry to rotate the gun towards that direction.
Additionally, I adjust the gun's scale on the y-axis to flip it, depending on the angle of the aim, so that the gun faces the correct direction when aiming behind the player.
using UnityEngine; public class GunAiming : MonoBehaviour { [SerializeField] private Transform gun; [SerializeField] private float minAimDistance = 1.0f; private Camera theCam; private void Start() { theCam = Camera.main; } void Update() { AimAtMouse(); } public void AimAtMouse() { Vector3 mousePos = Input.mousePosition; mousePos.z = Mathf.Abs(theCam.transform.position.z); Vector3 worldMousePos = theCam.ScreenToWorldPoint(mousePos); worldMousePos.z = 0f; Vector3 direction = worldMousePos - transform.position; if (direction.magnitude < minAimDistance) { return; } float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg; gun.eulerAngles = new Vector3(0, 0, angle); Vector3 localScale = Vector3.one; if (angle > 90 || angle < -90) { localScale.y = -1f; } else { localScale.y = +1f; } gun.localScale = localScale; } } I handle shooting in a separate script. When the player clicks the left mouse button (Input.GetMouseButton(0)), it checks if the weapon can shoot (not reloading, game not paused, and cooldown is over). If everything is ready, it fires the gun, triggers the OnShoot event, and updates the last shot time.
protected override void HandleShooting() { if (Input.GetMouseButton(0) && !isReloading && !LevelManager.instance.isPaused) { if (CanShoot() && Time.time >= lastShotTime + timeBetweenShots) { isShooting = true; OnShoot?.Invoke(); Shoot(); lastShotTime = Time.time; } } else { isShooting = false; } } protected virtual void FireBullet() { WeaponStats currenStats = stats[weaponLevel]; int bulletsToFire = currenStats.bulletsToFire; AudioManager.instance.PlaySFXPitch(5); for (int i = 0; i < bulletsToFire; i++) { PlayerBullet bullet = bulletPool.Get(); bullet.transform.position = firePoint.position + currentFirePointOffset; float angle = (i - (bulletsToFire - 1) / 2.0f) * currenStats.sprayRange; bullet.transform.rotation = firePoint.rotation * Quaternion.Euler(0, 0, angle); bullet.SetBulletSize(currenStats.bulletSize); ApplyStatsToBullet(bullet); } } Image of how it looks when an enemy gets too close:

currentFirePointOffsetassigned a value? \$\endgroup\$currentFirePointOffsetas a test because my bullets weren't hitting the exact mouse position, but I've since fixed the issue in a better way and now need to remove the offset. \$\endgroup\$