Complete newbie here. Using Unity C#. I'm looking at moving my PONG game from keyboard control to touch screen. Here is my working keyboard code:
// Player 1 => Controls left bat with W/S keys
public GameObject leftBat;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
//Defualt speed of the bat to zero on every frame
leftBat.GetComponent<Rigidbody>().velocity = new Vector3(0f, 0f, 0f);
//If the player is pressing the W key...
if (Input.GetKey (KeyCode.W)) {
//Set the velocity to go up 1
leftBat.GetComponent<Rigidbody>().velocity = new Vector3(0f, 8f, 0f);
}
//If the player is pressing the S key...
else if (Input.GetKey (KeyCode.S)) {
//Set the velocity to go down 1 (up -1)
leftBat.GetComponent<Rigidbody>().velocity = new Vector3(0f, -8f, 0f);
}
}
I found this code and been playing around with it but to now avail.
using UnityEngine;
using System.Collections;
public class Player_Input_Controller : MonoBehaviour {
public GameObject leftBat;
public float paddleSpeed = 1f;
public float yU;
public float yD;
private Ray ray;
private RaycastHit rayCastHit;
private Vector3 playerPos = new Vector3(0, -9.5f, 0);
// Update is called once per frame
void Update () {
if (Input.GetMouseButton (0))
{
ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if(Physics.Raycast(ray, out rayCastHit)){
Vector3 position = rayCastHit.point;
float yPos = position.y;
playerPos = new Vector3(Mathf.Clamp(yPos, yU, yD), -9.5f, 0f);
transform.position = playerPos;
}
}
}
}
Any one have a touchscreen Pong script I could use, or know how to edit this one?
Again, I'm really new and I'm sorry if I look like the Dummy in the class.
Thanks for any help provided. I REALLY appreciate it. This is the last hurdle in completing my game.
In my opinion, you do not need any raycasting. Because you are working in 2D and you are only concerned about the y value of Input.mousePosition. Therefore, you can calculate the extent of your screen using your camera's z value. If your camera is at (0, 0, -10) lets say your extents in the game will be -5 - BatOffset to 5+BatOffset in your world coordinates. Therefore, you somehow need a function to map Screen.height to your world coordinate extents as you can see from the image.
In conclusion you need to find Input.mousePosition.y divide it to Screen.height. This will give you the ratio where you touch or click. Then find the position in world space.
Note that: you can also use Input.touchPosition.y. Following script will work for you to do this operation:
public GameObject cam;
private Vector3 batPos;
private float minY;
private float maxY;
private int Res;
private float deltaY;
void Start () {
minY = cam.transform.position.z / 2 - gameObject.transform.localScale.y;
maxY = (-cam.transform.position.z / 2) + gameObject.transform.localScale.y;
deltaY = maxY - minY;
Debug.Log(minY + " " + maxY + " " + deltaY);
Res = Screen.height;
batPos = gameObject.transform.position;
}
void Update () {
if(Input.GetMouseButtonDown(0))
{
// we find the height we have to go up from minY
batPos.y =minY + Input.mousePosition.y / Res * deltaY;
gameObject.transform.position = batPos;
}
}
This works for me in the editor when you click on screen with mouse. You just have to change the parts Input.GetMouseButtonDown to Touch commands such as Touch.tapCount > 0. Also this script should be attached to the bat. Good luck!
Also You can use Orthographic camera and Orthographic camera size instead of cam.transformation.z
May be helpfull
create script. for example player.cs
public class PlayerController : MonoBehaviour
{
bool swipeRight = false;
bool swipeLeft = false;
bool touchBlock = true;
bool canTouchRight = true;
bool canTouchLeft = true;
void Update()
{
swipeLeft = Input.GetKeyDown("a") || Input.GetKeyDown(KeyCode.LeftArrow);
swipeRight = Input.GetKeyDown("d") || Input.GetKeyDown(KeyCode.RightArrow);
TouchControl();
if(swipeRight) //rightMove logic
else if(swipeLeft) //leftMove logic
}
void TouchControl()
{
if(Input.touchCount == 1 && Input.GetTouch(0).phase == TouchPhase.Began )
{
//Jump logic
}
else if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Moved && touchBlock == true)
{
touchBlock = false;
// Get movement of the finger since last frame
var touchDeltaPosition = Input.GetTouch(0).deltaPosition;
Debug.Log("touchDeltaPosition "+touchDeltaPosition);
if(touchDeltaPosition.x > 0 && canTouchRight == true)
{
//rightMove
swipeRight = true; canTouchRight = false;
Invoke("DisableSwipeRight",0.2f);
}
else if(touchDeltaPosition.x < 0 && canTouchLeft == true)
{
//leftMove
swipeLeft = true; canTouchLeft = false;
Invoke("DisableSwipeLeft",0.2f);
}
}
}
void DisableSwipeLeft()
{
swipeLeft = false;
touchBlock = true;
canTouchLeft = true;
}
void DisableSwipeRight()
{
swipeRight = false;
touchBlock = true;
canTouchRight = true;
}
}
Related
I'm trying to flip a sprite in a 3D environment. It should flip depending on the camera angle (the camera can rotate) and it should also flip depending on walking direction.
I have this script which have two variables (lastPosition to track when it moves and fyRot is camera position) that I can't get to work at the same time. If I remove the other one, they both work. But if I both have them together, only the fyRot seem to flip the sprite.
Would really appreciate any help with this, I'm quite new to coding!
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class flippety_flippety : MonoBehaviour
{
[SerializeField] SpriteRenderer spriteRenderer;
public static bool flipX;
Vector3 lastPos;
public Transform obj; // drag the object to monitor here
public float threshold = 1.0f; // minimum displacement to recognize a
void Start()
{
SpriteRenderer spriteRenderer = GetComponent<SpriteRenderer>();
lastPos = obj.position;
}
void Update()
{
float fYRot = Camera.main.transform.eulerAngles.y;
Vector3 offset = obj.position - lastPos;
if (offset.z > threshold)
// code to execute when Z is increased
{
// update lastPos
lastPos = obj.position;
if (flipX == false)
{
spriteRenderer.flipX = true;
Debug.Log("TestingTrue");
}
else if (flipX == true)
{
spriteRenderer.flipX = false;
Debug.Log("TestingFalse");
}
}
// code to execute when Z is getting smaller
else
if (offset.z < -threshold)
{
// update lastPos
lastPos = obj.position;
if (flipX == false)
{
spriteRenderer.flipX = true;
Debug.Log("TestingTrue2");
} else if(flipX == true)
{
spriteRenderer.flipX = false;
Debug.Log("TestingFalse2");
}
}
if (fYRot >= 180)
{
Debug.Log("TESTING");
spriteRenderer.flipX = false;
}
else if (fYRot >= -180)
{
Debug.Log("TESTING2");
spriteRenderer.flipX = true;
}
}
}
Have tried a few things but they didn't seem to work, so I was hoping that you guys could help me.
I've trying to make this demo for a little time now, but I can't seem to get the jumping to work.
When I try to jump while running, I can't. But I can however jump forever when i get up in the air, which is something that I would like to remove from the game.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class movement : MonoBehaviour
{
Rigidbody2D rb2d;
public float moveVelocity = 8f;
public float jumpVelocity = 15f;
public float fallMultiplier = 2.5f;
public float lowJumpMultiplier = 2f;
public const string RIGHT = "right";
public const string LEFT = "left";
public const string UP = "up";
string buttonPressed;
void Start()
{
rb2d = GetComponent<Rigidbody2D>();
}
void Update()
{
if (rb2d.velocity.y < 0)
{
rb2d.velocity += Vector2.up * Physics2D.gravity.y * (fallMultiplier - 1) *
Time.deltaTime;
}
else if (rb2d.velocity.y > 0 && !Input.GetButton ("Jump"))
{
rb2d.velocity += Vector2.up * Physics2D.gravity.y * (lowJumpMultiplier - 1) *
Time.deltaTime;
}
if (Input.GetKey(KeyCode.RightArrow))
{
buttonPressed = RIGHT;
}
else if (Input.GetKey(KeyCode.LeftArrow))
{
buttonPressed = LEFT;
}
else if (Input.GetKey(KeyCode.UpArrow))
{
buttonPressed = UP;
}
else
{
buttonPressed = null;
}
}
private void FixedUpdate()
{
if (buttonPressed == RIGHT)
{
rb2d.velocity = new Vector2(moveVelocity, rb2d.velocity.y);
}
else if (buttonPressed == LEFT)
{
rb2d.velocity = new Vector2(-moveVelocity, rb2d.velocity.y);
}
else if (buttonPressed == UP)
{
rb2d.velocity = Vector2.up * jumpVelocity;
}
else
{
rb2d.velocity = new Vector2(0, rb2d.velocity.y);
}
}
}
I am not sure why you are trying to control the gravity of the player when gravity is already applied to any gameObject with the RigidBody or RigidBody2D component attached to it. It is good that you are reading input in the Update() function and applying the motion inside of the FixedUpdate(). Here is a slight tweak to your current code, let me know how this goes.
Rigidbody2D rb2d;
public float moveVelocity = 8f;
public float jumpVelocity = 15f;
private float horizontalInput = 0.0f;
// did the player just try to jump
private bool justJumped = false;
void Start()
{
rb2d = GetComponent<Rigidbody2D>();
}
void Update()
{
// grab how the player is moving - this value is mapped to your arrow keys
// so horizontal is left / right arrow and Vertical is up/down arrow
// the value is between [-1, 1] respectively
horizontalInput = Input.GetAxis("Horizontal");
// player tried to jump, we are not currently jumping and the player is grounded
if(IsGrounded() && Input.GetKeyDown(KeyCode.UpArrow))
{
justJumped = true;
}
}
private void FixedUpdate()
{
// handle our jump
if(justJumped)
{
// we just applied a jump so do not apply it again
justJumped = false;
// you can either apply the jump by setting velocity, but I would recommend using AddForce instead
rb2d.AddForce(Vector2.up * jumpVelocity);
}
// we are moving in either the left or right direction
if(horizontalInput != 0)
{
// move in the horizontal axis, but keep our Y component of velocity the same in case we jumped
rb2d.velocity = new Vector2 (horizontalInput * moveVelocity, rigidBody.velocity.y);
}
else
{
// just in case we are not moving, assure this by setting the horizontal component of velocity to 0
rb2d.velocity = new Vector2 (0f, rigidBody.velocity.y);
}
}
// determines if this object is currently touching another object that is marked as ground
private bool IsGrounded() {
// our current position (the player)
Vector2 position = transform.position;
// the direction we are going to aim the raycast (down as that is where the ground is)
Vector2 direction = Vector2.down;
// the ground should be close, so check it very close to the player
float distance = 1.0f;
// check if we hit anything that is on the layer of just ground - ignore all other layers
// IMPORTANT:: Make sure to make a Layer and set all of your ground to this layer
RaycastHit2D hit = Physics2D.Raycast(position, direction, distance, LayerMask.GetMask("GroundLayer"));
// we hit a ground collider, so we are grounded
if (hit.collider != null) {
return true;
}
return false;
}
Let me know if this works for you. I changed a few things around such as using GetAxis() instead of using the arrow keys as in Unity, these are the same. I also changed your jump to use an AddForce2D instead of setting velocity. The one addition was I added a IsGrounded() which will detect if whatever object this script is on (I assume it is on your player object) is near or touching objects below them that are marked as GroundLayer. If you have questions comment below.
I want to make a jostick that created (Instatiated or whatever) in touch position(Input.getTouch(i).position) and destroyed when user doesn't touch the screen anymore. This is the source code below. Please give me an idea how to do it. Thank you.
using UnityEngine;
using System.Collections;
public class joy : MonoBehaviour
{
public GameObject joystick; //Self explanitory
public GameObject bg; //Background object for the joystick boundaries
public const float deadzone = 0f; //Deadzone for the joystick
public const float radius = 2.0f; //The radius that the joystick thumb is allowed to move from its origin
public Camera cam;
protected Collider joyCol;
protected int lastfingerid = -1; //Used for latching onto the finger
public Vector2 position = Vector2.zero;
void Awake ()
{
joyCol = bg.GetComponent<Collider>();
}
public void Disable ()
{
gameObject.active = false; //Turns off the joystick when called
}
public void ResetJoystick () //Called when the joystick should be moved back to it's original position (relative to parent object)
{
lastfingerid = -1;
joystick.transform.localPosition = Vector3.zero;
}
void Update ()
{
if (Input.touchCount == 0)
{
ResetJoystick (); //I would have figured this would be obvious? :P
}
else
{
for (int i=0; i < Input.touchCount; i++)
{
Touch touch = Input.GetTouch(i);
bool latchFinger = false;
if (touch.phase == TouchPhase.Began) //When you begin the touch, the code here gets called once
{
//Vector3 touchpos = Input.GetTouch(i).position;
//touchpos.z = 0.0f;
//Vector3 createpos = cam.ScreenToWorldPoint(touchpos);
Ray ray = cam.ScreenPointToRay (touch.position); //Creates a ray at the touch spot
RaycastHit hit; //Used for determining if something was hit
//joystick = (GameObject)Instantiate(Resources.Load("Type3/joystick"),createpos, Quaternion.identity);
//bg = (GameObject)Instantiate(Resources.Load("Type3/Bg"),createpos, Quaternion.identity);
if (joyCol.Raycast(ray,out hit,Mathf.Infinity)) //The ray hit something...
{
if (hit.collider == joyCol) //Apparently, that ray hit your joystick
{
latchFinger = true; //This turns on and sets off a chain reaction
}
}
}
if (latchFinger ) //Latch finger being true turns this code on
{
if ((lastfingerid == -1 || lastfingerid != touch.fingerId))
{
lastfingerid = touch.fingerId;
}
}
if (lastfingerid == touch.fingerId) //The real meat of the code
{
Vector3 sTW = cam.ScreenToWorldPoint (new Vector3 (touch.position.x, touch.position.y, 1)); //Transforms the screen touch coordinates into world coordinates to move our joystick
joystick.transform.position = sTW; //Hurr :O
joystick.transform.localPosition = new Vector3(joystick.transform.localPosition.x,joystick.transform.localPosition.y,0);
//float xClamp = Mathf.Clamp (joystick.transform.localPosition.x, xClampMin, xClampMax); //Limit movement to the boundaries
//float yClamp = Mathf.Clamp (joystick.transform.localPosition.y, yClampMin, yClampMax);
/*float distFromCenter = Mathf.Sqrt(joystick.transform.localPosition.x*joystick.transform.localPosition.x + joystick.transform.localPosition.y*joystick.transform.transform.localPosition.y);
float actualPercent = Mathf.Clamp01(distFromCenter/radius);
float percent = Mathf.Clamp01((distFromCenter - deadzone)/(radius - deadzone));
*/
joystick.transform.localPosition = Vector3.ClampMagnitude(joystick.transform.localPosition,radius);
//joystick.transform.localPosition = new Vector3 (xClamp, yClamp, joystick.transform.localPosition.z); //Finally, the joystick moves like it should with everything in place
if (touch.phase == TouchPhase.Ended || touch.phase == TouchPhase.Canceled)
{
ResetJoystick ();
}
}
Ray touchray = cam.ScreenPointToRay (touch.position); //Creates a ray at the touch spot
//RaycastHit hit; //Used for determining if something was hit
Debug.DrawRay (touchray.origin, touchray.direction * 100, Color.yellow); //Delete this line. It's not important.
}
}
//set our position variables x and y values to the joysticks values but clamped to a percent value instead of world coords
position.x = joystick.transform.localPosition.x/radius;
position.y = joystick.transform.localPosition.y/radius;
if(position.magnitude < deadzone)
{
position.x = 0;
position.y = 0;
}
}
}
I am working on unity ball game. My player is a ball and it uses a player control script. When the ball jumps in air, it can still be controlled and mo move to any direction while its in air. I do not want that as it fails the purpose of heaving a maze since it can fly above obstacles.
I am using a player control script that came with a free unity game kit. I have tried to fix it, but I am only capable of either removing the jump function or reducing its height, and could not fix the issue.
using UnityEngine;
using System.Collections;
public class PlayerControl : MonoBehaviour
{
private GameObject moveJoy;
private GameObject _GameManager;
public Vector3 movement;
public float moveSpeed = 6.0f;
public float jumpSpeed = 5.0f;
public float drag = 2;
private bool canJump = true;
void Start()
{
moveJoy = GameObject.Find("LeftJoystick");
_GameManager = GameObject.Find("_GameManager");
}
void Update ()
{
Vector3 forward = Camera.main.transform.TransformDirection(Vector3.forward);
forward.y = 0;
forward = forward.normalized;
Vector3 forwardForce = new Vector3();
if (Application.platform == RuntimePlatform.Android)
{
float tmpSpeed = moveJoy.GetComponent<Joystick>().position.y;
forwardForce = forward * tmpSpeed * 1f * moveSpeed;
}
else
{
forwardForce = forward * Input.GetAxis("Vertical") * moveSpeed;
}
rigidbody.AddForce(forwardForce);
Vector3 right= Camera.main.transform.TransformDirection(Vector3.right);
right.y = 0;
right = right.normalized;
Vector3 rightForce = new Vector3();
if (Application.platform == RuntimePlatform.Android)
{
float tmpSpeed = moveJoy.GetComponent<Joystick>().position.x;
rightForce = right * tmpSpeed * 0.8f * moveSpeed;
}
else
{
rightForce= right * Input.GetAxis("Horizontal") * moveSpeed;
}
rigidbody.AddForce(rightForce);
if (canJump && Input.GetKeyDown(KeyCode.Space))
{
rigidbody.AddForce(Vector3.up * jumpSpeed * 100);
canJump = false;
_GameManager.GetComponent<GameManager>().BallJump();
}
}
void OnTriggerEnter(Collider other)
{
if (other.tag == "Destroy")
{
_GameManager.GetComponent<GameManager>().Death();
Destroy(gameObject);
}
else if (other.tag == "Coin")
{
Destroy(other.gameObject);
_GameManager.GetComponent<GameManager>().FoundCoin();
}
else if (other.tag == "SpeedBooster")
{
movement = new Vector3(0,0,0);
_GameManager.GetComponent<GameManager>().SpeedBooster();
}
else if (other.tag == "JumpBooster")
{
movement = new Vector3(0,0,0);
_GameManager.GetComponent<GameManager>().JumpBooster();
}
else if (other.tag == "Teleporter")
{
movement = new Vector3(0,0,0);
_GameManager.GetComponent<GameManager>().Teleporter();
}
}
void OnCollisionEnter(Collision collision)
{
if (!canJump)
{
canJump = true;
_GameManager.GetComponent<GameManager>().BallHitGround();
}
}
void OnGUI()
{
GUI.Label(new Rect(300,10,100,100),"X: " + moveJoy.GetComponent<Joystick>().position.x.ToString());
GUI.Label(new Rect(300,30,100,100),"Y: " + moveJoy.GetComponent<Joystick>().position.y.ToString());
}
}
The question has been answered. Now how to use this script -> Create a sphere and give it "Sphere Collider", "Mesh Renderer", "Rigidbody", "Player Control(Script)" Under player control script put this script and your done. Now you have a ball that can be controlled in ios,android and pc i guess and can jump.
I think canJump flag says "Player on the ground". So, if you "can't jump", that means you shouldn't allow gamer to control the character as it is flying. Check it in very start of Update() and call return; if canJump == false
I have script called PlayerCharacter to control a player on the Unity 2D Platform. It's perfect, working as usual.
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
[RequireComponent(typeof (Rigidbody2D))]
[RequireComponent(typeof(BoxCollider2D))]
public class PlayerCharacter : MonoBehaviour
{
public float speed = 1.0f;
public string axisName = "Horizontal";
private Animator anim;
public string jumpButton = "Fire1";
public float jumpPower = 10.0f;
public float minJumpDelay = 0.5f;
public Transform[] groundChecks;
private float jumpTime = 0.0f;
private Transform currentPlatform = null;
private Vector3 lastPlatformPosition = Vector3.zero;
private Vector3 currentPlatformDelta = Vector3.zero;
// Use this for initialization
void Start ()
{
anim = gameObject.GetComponent<Animator>();
}
// Update is called once per frame
void Update ()
{
//Left and right movement
anim.SetFloat("Speed", Mathf.Abs(Input.GetAxis(axisName)));
if(Input.GetAxis(axisName) < 0)
{
Vector3 newScale = transform.localScale;
newScale.x = -1.0f;
transform.localScale = newScale;
Debug.Log("Move to left");
}
else if(Input.GetAxis(axisName) > 0)
{
Vector3 newScale = transform.localScale;
newScale.x = 1.0f;
transform.localScale = newScale;
Debug.Log ("Move to Right");
}
transform.position += transform.right*Input.GetAxis(axisName)*speed*Time.deltaTime;
//Jump logic
bool grounded = false;
foreach(Transform groundCheck in groundChecks)
{
grounded |= Physics2D.Linecast(transform.position, groundCheck.position, 1 << LayerMask.NameToLayer("Ground"));
}
anim.SetBool("Grounded", grounded);
if(jumpTime > 0)
{
jumpTime -= Time.deltaTime;
}
if(Input.GetButton("jumpButton") && anim.GetBool("Grounded") )
{
anim.SetBool("Jump",true);
rigidbody2D.AddForce(transform.up*jumpPower);
jumpTime = minJumpDelay;
}
if(anim.GetBool("Grounded") && jumpTime <= 0)
{
anim.SetBool("Jump",false);
}
//Moving platform logic
//Check what platform we are on
List<Transform> platforms = new List<Transform>();
bool onSamePlatform = false;
foreach(Transform groundCheck in groundChecks)
{
RaycastHit2D hit = Physics2D.Linecast(transform.position, groundCheck.position, 1 << LayerMask.NameToLayer("Ground"));
if(hit.transform != null)
{
platforms.Add(hit.transform);
if(currentPlatform == hit.transform)
{
onSamePlatform = true;
}
}
}
if(!onSamePlatform)
{
foreach(Transform platform in platforms)
{
currentPlatform = platform;
lastPlatformPosition = currentPlatform.position;
}
}
}
void LateUpdate()
{
if(currentPlatform != null)
{
//Determine how far platform has moved
currentPlatformDelta = currentPlatform.position - lastPlatformPosition;
lastPlatformPosition = currentPlatform.position;
}
if(currentPlatform != null)
{
//Move with the platform
transform.position += currentPlatformDelta;
}
}
}
A problem arises when I try to modify the script with a touchable controller. I have googled many times and modified the script as I could, and still it gives me no result (btw, I'm new to Unity). Then I found a tutorial from a website about making a touch controller with a GUI Texture (TouchControls). I think that tutorial is easy to learn. Here is the script
using UnityEngine;
using System.Collections;
[RequireComponent(typeof (Rigidbody2D))]
[RequireComponent(typeof(BoxCollider2D))]
public class TouchControls : MonoBehaviour {
// GUI textures
public GUITexture guiLeft;
public GUITexture guiRight;
public GUITexture guiJump;
private Animator anim;
// Movement variables
public float moveSpeed = 5f;
public float jumpForce = 50f;
public float maxJumpVelocity = 2f;
// Movement flags
private bool moveLeft, moveRight, doJump = false;
void Start ()
{
anim = gameObject.GetComponent<Animator>();
}
// Update is called once per frame
void Update () {
// Check to see if the screen is being touched
if (Input.touchCount > 0)
{
// Get the touch info
Touch t = Input.GetTouch(0);
// Did the touch action just begin?
if (t.phase == TouchPhase.Began)
{
// Are we touching the left arrow?
if (guiLeft.HitTest(t.position, Camera.main))
{
Debug.Log("Touching Left Control");
moveLeft = true;
}
// Are we touching the right arrow?
if (guiRight.HitTest(t.position, Camera.main))
{
Debug.Log("Touching Right Control");
moveRight = true;
}
// Are we touching the jump button?
if (guiJump.HitTest(t.position, Camera.main))
{
Debug.Log("Touching Jump Control");
doJump = true;
}
}
// Did the touch end?
if (t.phase == TouchPhase.Ended)
{
// Stop all movement
doJump = moveLeft = moveRight = false;
}
}
// Is the left mouse button down?
if (Input.GetMouseButtonDown(0))
{
// Are we clicking the left arrow?
if (guiLeft.HitTest(Input.mousePosition, Camera.main))
{
Debug.Log("Touching Left Control");
moveLeft = true;
}
// Are we clicking the right arrow?
if (guiRight.HitTest(Input.mousePosition, Camera.main))
{
Debug.Log("Touching Right Control");
moveRight = true;
}
// Are we clicking the jump button?
if (guiJump.HitTest(Input.mousePosition, Camera.main))
{
Debug.Log("Touching Jump Control");
doJump = true;
}
}
if (Input.GetMouseButtonUp(0))
{
// Stop all movement on left mouse button up
doJump = moveLeft = moveRight = false;
}
}
void FixedUpdate()
{
//anim.SetFloat("Speed", Mathf.Abs);
// Set velocity based on our movement flags.
if (moveLeft)
{
rigidbody2D.velocity = -Vector2.right * moveSpeed;
}
if (moveRight)
{
rigidbody2D.velocity = Vector2.right * moveSpeed;
}
if (doJump)
{
// If we have not reached the maximum jump velocity, keep applying force.
if (rigidbody2D.velocity.y < maxJumpVelocity)
{
rigidbody2D.AddForce(Vector2.up * jumpForce);
} else {
// Otherwise stop jumping
doJump = false;
}
}
}
}
But I have no idea how to implement the script from the tutorial (TouchControls) and assign that to my player control script (PlayerCharacter). How can I combine both scripts so that a player can control it with a touchable control?
The best thing you can do is not to drag the touch controls from the touchcontrols tutorial to the playercontroller but the other way around, use the touchcontrols tutorial script as your template.
Since your playercontroller uses floats in its input such as moveleft = 50.0f; and the touchcontrols uses moveleft = true;
the scripts are very different from each other to just merge and work.
so from that in the touchcontrols leave the update function as it is,
and only update the fixedupate function with your controls logic since
the update void, is the condition controller for right, left, up & down so to speak.
and it will also handle the actual input of the touch.
the fixed update could then control some things that the playercontroller has such as
apply force when touching a tagged object or stuff like that.
and the update only does the input condition, good advice would be to wrap the update touch code in its own function so the update is not only touch but also other game logic related code.
You should search use copy the touch control script inside the player controller while changing the right parts. For example, instead of using Input.GetKeyDown you should use the Input.GetTouch but it depends on the game you are creating. You should pay attention to that code and change some parts