Projectile Directionality in an isometric view (2D, vector2)

Hi,

I am making an isometric game and I have come a long way. I am actually now making my boss fights and Although I have had some success I find that I am still not fully understanding how to determine directionality of a vector2 and how to control it properly.

here is an example ability of a boss in my game which works fine:

void FourDirectionalShot(Vector3 initialDirection, int amountOfDirection)
    {
        for (int i = 1; i <= amountOfDirection; i++)
        {
            if (i != 1)
            {
                initialDirection = Vector2.Perpendicular(initialDirection);
            }

GameObject projectile = PooledProjectilesController.instance.GetEnemyProjectile(gameObject.name, aoeProjectile);

projectile.GetComponent<enemy_Projectile>().MakeProjectileReady();
projectile.transform.position = projectileLaunchPoint.transform.position;
projectile.GetComponent<Rigidbody2D>().AddForce(initialDirection * projectileSpeed);
SoundManager.instance.PlayCombatSound(gameObject.name + "_shot");
        }
    }

This ability shoots projectiles in a maximum of 4 directions as every angle after the first one is simply perpendicular to the previous one.

My question is. What would be a smart way to about shooting in 8 different directions for example, or more. How could I for example get a direction that was in between two of the projectiles in previoiusly mentioned ability. I just want to understand how to better play with this and make some more interesting events.

Any help is greatly appreciated.

Umm, since your projectiles are GameObjects, you can use rotations instead to turn the objects towards the desired direction. That way you can just add/sub angles.

Inspired by madks, I took a dive into effective ways to go about this for my game and I came up with a simple and very effective solution. An extension Method.

  public static Vector2 Rotate(this Vector2 vector, float degrees)
  {
       float sin = Mathf.Sin(degrees * Mathf.Deg2Rad);
       float cos = Mathf.Cos(degrees * Mathf.Deg2Rad);
         
       float vectorX = vector.x;
       float vectorY = vector.y;

       vector.x = (cos * vectorX) - (sin * vectorY);
       vector.y = (sin * vectorX) + (cos * vectorY);

       return vector;
}

This way if I for example wish to fire 12 particles in different yet symmetrical directions I can simply write:

// first fire a projectile at player with a direction "dir"

for (int i = 1; i <= 11; i++)
    {
        // Given that "dir" is the direction to the player
        Vector2 direction = dir.Rotate(30f * i);

        // fire in the direction above
    }

So a very simple way of doing it and has made my life a lot easier.

Thought I’d share