c# 2D top down, fire projectale which continuously move in a direction

Hi, I am trying to fire a projectile that should move in a direction until it gets destroyed depending on mouse position.

The following code works but the bullet stops at where I clicked, how can I make this bullet continue on its path until destroyed?

public class BulletStats : MonoBehaviour
    public int Damage = 1;              // Damage inflicted
    public bool isEnemyShot = false;    // Projectile from player or enemies?
    public Camera camera;               // camera object
    private float speed = 5f;           // bullet speed
    private Vector2 clickPos;           // bullet direction

    void Start()
        camera = (Camera) GameObject.FindObjectOfType(typeof(Camera)); // get the camera
        // get world location of click
        clickPos = camera.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y));

        Destroy(gameObject, 20); // give bullet 20 seconds lifetime

    void Update()
        // move the bullet in the right direction
        transform.position = Vector2.MoveTowards(transform.position, clickPos, speed * Time.deltaTime);

Do you want the bullet move to the mouse position continuously? You should use the code:

clickPos = camera.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y));

also in the Update method.

Still, it will stop at the mouse position. What kind of behaviour do you want? Should it pass the mouse position when it’s there?

What you need to do is convert the mouse position into a direction first.

Try the following:

// In the declarations
private Vector3 shotDirection;

// At line 15
shotDirection = (clickPos-transform.position).normalised;

// Replace line 22 with the following
transform.position = transform.position + shotDirection * speed * Time.deltaTime;

What you need to do:
Add a ridgidbody2D component to your bullet.
make it isKinematic and fixed angle.

get direction by normalized method. (Like BoredMormon suggested)

void Update()
       // you get clickpos like what you have done and you do this
       Vector3 shotDir = ((Vector3)clickPos - transform.position).normalized;
       gameObject.rigidbody2D.velocity = shotDir;