Need help with top down gun rotate script

I’m trying to make a top down shooter, and so far it’s going fine, except for this one issue I cant seem to figure out. My gun rotation is composed of two scripts, one that “flips” the gun to the other hand of the player when the cursor reaches the opposite side of the screen, and one that controls the rotation of the gun. I don’t want the gun to be able to rotate “backwards” when the cursor gets too close to the gun. Here is a video of the issue:
rotationissue

And here is a video of the same thing in the game Enter The Gungeon:
youtu.be/5LLlN_mkLxA

As you can see the gun doesn’t continue to rotate and stays in front.
And here is the rotation script:

public class GunRotation : MonoBehaviour
{
    private Vector3 mousePosition;
    private Vector3 objectPosition;
    public float angle;

    void LateUpdate()
    {
        MouseFollow();
    }

    void MouseFollow()
    {
            mousePosition = Input.mousePosition;
            objectPosition = Camera.main.WorldToScreenPoint(transform.position);
            mousePosition.x -= objectPosition.x;
            mousePosition.y -= objectPosition.y;
            angle = Mathf.Atan2(mousePosition.y, mousePosition.x) * Mathf.Rad2Deg;
            transform.rotation = Quaternion.Euler(0, 0, angle);
    }

   
}

I tried many different solutions but wasn’t able to solve this particular issue. Any help would be appreciated.

One solution would be to calculate the position you want to aim at using the player(or weapon)'s direction and distance to the mouse

by getting the aim target this way we can ensure the weapon never gets pointed backward by setting a minimum distance value:

using UnityEngine;

public class X_Test : MonoBehaviour
{
    [SerializeField] float minMouseDistance;
    [SerializeField] Transform playerT;
    public float angle;

    private Vector2 aimTarget;
    private Vector2 mouseWorldPosition;

    private Vector2 objectPosition;


    private void Start()
    {
        //playerT = GameObject.Find("Player").transform;   
    }
    void LateUpdate()
    {
        MouseFollow();
    }

    void MouseFollow()
    {
        //objectPosition = transform.position;
        mouseWorldPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
        Vector2 playerPosition = (Vector2)playerT.position;
        float playerToMouseDistance = (mouseWorldPosition - playerPosition).magnitude;
        Vector2 playerToMouseDirection = (mouseWorldPosition - playerPosition).normalized;

        /// aimTarget will be the same as mouseWorldPosition unless the mouse is too close to the player (minMouseDistance)
        aimTarget = (Vector2)playerT.position + (playerToMouseDirection * Mathf.Clamp(playerToMouseDistance,minMouseDistance,float.MaxValue));

        Vector2 gunRotation = aimTarget - playerPosition;
        angle = Mathf.Atan2(gunRotation.y, gunRotation.x) * Mathf.Rad2Deg;
        transform.rotation = Quaternion.Euler(0, 0, angle);
    }

    private void OnDrawGizmosSelected()
    {
        if (playerT)
        {
            Gizmos.DrawWireSphere(playerT.position, minMouseDistance);
            Gizmos.color = Color.blue;
            Gizmos.DrawSphere(aimTarget, 0.1f);
        }
    }
}

I used the player’s position for aiming cause I personaly would do it like that, but if you want the aim “pivot” to be the on the position of the gun, just remove playerPosition and use the gun’s position instead.


my code is messy but I hope it helps you out. =D

I see the challenge you’re facing with your gun rotation script. To prevent the gun from rotating “backwards” when the cursor gets too close to the gun itself, you can limit the rotation within a certain angle range. Here’s an adjustment to your script that should help achieve that effect:

public class GunRotation : MonoBehaviour
{
    public Transform gunPivot; // The point where the gun rotates from (probably the hand position)
    public float maxRotationAngle = 90f; // Adjust this angle as needed

    private void LateUpdate()
    {
        MouseFollow();
    }

    private void MouseFollow()
    {
        Vector3 mousePosition = Input.mousePosition;
        Vector3 objectPosition = Camera.main.WorldToScreenPoint(gunPivot.position); // Use the pivot point for rotation
        mousePosition.x -= objectPosition.x;
        mousePosition.y -= objectPosition.y;

        float angle = Mathf.Atan2(mousePosition.y, mousePosition.x) * Mathf.Rad2Deg;

        // Limit the rotation within a certain range
        if (angle > maxRotationAngle)
        {
            angle = maxRotationAngle;
        }
        else if (angle < -maxRotationAngle)
        {
            angle = -maxRotationAngle;
        }

        transform.rotation = Quaternion.Euler(0, 0, angle);
    }
}