Unity 2D draggable movement control - unity3d

I want to add a draggable-movement control thing (attached image) like Fifa mobile game in my 2D app.
I searched a lot for the idea or a basic tutorial or relevant Unity asset. But didn't find one.
Help me with an example or URL.

You can use this if you would like, it works on web and mobile
using UnityEngine;
using System.Collections;
public class JoyStick : MonoBehaviour {
public Texture areaTexture;
public Texture touchTexture;
public Vector2 joystickPosition = new Vector2( 50f,50f);
public Vector2 speed = new Vector2(2,100);
public float zoneRadius=100f;
public float touchSize = 30;
public float deadZone=20;
public float touchSizeCoef=0;
protected Vector2 joystickAxis;
protected Vector2 joystickValue;
public Vector2 joyTouch;
private Vector2 _joystickCenter;
[SerializeField]
private Vector2 _smoothing = new Vector2(20f,20f);
public Vector2 Smoothing
{
get {
return this._smoothing;
}
set {
_smoothing = value;
if (_smoothing.x<0.1f){
_smoothing.x=0.1f;
}
if (_smoothing.y<0.1){
_smoothing.y=0.1f;
}
}
}
private int _joystickIndex=-1;
private bool _enaReset;
private bool _enaZoom;
void Start ()
{
zoneRadius = Screen.width*0.07f;
touchSize = Screen.width*0.07f;
joystickPosition = new Vector2(Screen.width*0.12f,Screen.width*0.12f);
_joystickCenter = joystickPosition;
_enaReset=false;
}
void Update ()
{
if (Application.platform == RuntimePlatform.IPhonePlayer || Application.platform == RuntimePlatform.Android)
{
foreach (Touch touch in Input.touches)
{
if (touch.phase == TouchPhase.Ended || touch.phase == TouchPhase.Canceled)
{
if (_joystickIndex==touch.fingerId){
_joystickIndex=-1;
_enaReset=true;
}
}
if(_joystickIndex==touch.fingerId)
{
OnTouchDown(touch.position);
}
if (touch.phase == TouchPhase.Began)
{
if (((Vector2)touch.position - _joystickCenter).sqrMagnitude < Mathf.Pow((zoneRadius+touchSizeCoef/2),2))
{
_joystickIndex = touch.fingerId;
}
}
}
UpdateJoystick();
if(_enaReset)
{
ResetJoystick();
}
}
else
{
if (Input.GetButtonUp ("Fire1"))
{
_joystickIndex=-1;
_enaReset=true;
}
if(_joystickIndex==1)
{
OnTouchDown(Input.mousePosition);
}
if (Input.GetButtonDown ("Fire1") )
{
if (((Vector2)Input.mousePosition - _joystickCenter).sqrMagnitude <Mathf.Pow( (zoneRadius+touchSizeCoef/2),2))
{
_joystickIndex = 1;
}
}
if(_enaReset)
{
ResetJoystick();
}
UpdateJoystick();
}
}
private void UpdateJoystick()
{
if (joyTouch.sqrMagnitude>deadZone*deadZone)
{
joystickAxis = Vector2.zero;
if (Mathf.Abs(joyTouch.x)> deadZone)
{
joystickAxis = new Vector2( (joyTouch.x -(deadZone*Mathf.Sign(joyTouch.x)))/(zoneRadius-touchSizeCoef-deadZone),joystickAxis.y);
}
else
{
joystickAxis = new Vector2( joyTouch.x /(zoneRadius-touchSizeCoef),joystickAxis.y);
}
if (Mathf.Abs(joyTouch.y)> deadZone)
{
joystickAxis = new Vector2( joystickAxis.x,(joyTouch.y-(deadZone*Mathf.Sign(joyTouch.y)))/(zoneRadius-touchSizeCoef-deadZone));
}
else{
joystickAxis = new Vector2( joystickAxis.x,joyTouch.y/(zoneRadius-touchSizeCoef));
}
}
else{
joystickAxis = new Vector2(0,0);
}
Vector2 realvalue = new Vector2( speed.x*joystickAxis.x,speed.y*joystickAxis.y);
joystickValue=realvalue;
//print(realvalue);
}
void OnTouchDown(Vector2 position)
{
joyTouch = new Vector2( position.x, position.y) - _joystickCenter;
if ((joyTouch/(zoneRadius-touchSizeCoef)).sqrMagnitude > 1)
{
joyTouch.Normalize();
joyTouch *= zoneRadius-touchSizeCoef;
}
//print(joyTouch);
}
private void ResetJoystick()
{
if (joyTouch.sqrMagnitude>0.1)
{
joyTouch = new Vector2( joyTouch.x - joyTouch.x*_smoothing.x*Time.deltaTime, joyTouch.y - joyTouch.y*_smoothing.y*Time.deltaTime);
}
else{
joyTouch = Vector2.zero;
_enaReset=false;
}
}
void OnGUI()
{
GUI.DrawTexture( new Rect(_joystickCenter.x -zoneRadius ,Screen.height- _joystickCenter.y-zoneRadius,zoneRadius*2,zoneRadius*2), areaTexture,ScaleMode.ScaleToFit,true);
GUI.DrawTexture( new Rect(_joystickCenter.x+(joyTouch.x -touchSize) ,Screen.height-_joystickCenter.y-(joyTouch.y+touchSize),touchSize*2,touchSize*2), touchTexture,ScaleMode.ScaleToFit,true);
}
}

Related

Unity-Help needed to turn my keyboard and mouse inputs to setup mobile input

Hey so I have this input script working fine for the PC just wanted to try mobile input. Can someone help to turn this script to work with mobile? I haven't tried anything yet first time trying mobile input. Just tell me how to set up this script with mobile and UI components.
QWERTYUIOPASDFGHJKLZXCVBNM
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerInput : MonoBehaviour
{
public Vector2 input
{
get
{
Vector2 i = Vector2.zero;
i.x = Input.GetAxis("Horizontal");
i.y = Input.GetAxis("Vertical");
i *= (i.x != 0.0f && i.y != 0.0f) ? .7071f : 1.0f;
return i;
}
}
public Vector2 down
{
get { return _down; }
}
public Vector2 raw
{
get
{
Vector2 i = Vector2.zero;
i.x = Input.GetAxisRaw("Horizontal");
i.y = Input.GetAxisRaw("Vertical");
i *= (i.x != 0.0f && i.y != 0.0f) ? .7071f : 1.0f;
return i;
}
}
public float elevate
{
get
{
return Input.GetAxis("Elevate");
}
}
public bool run
{
get { return Input.GetKey(KeyCode.LeftShift); }
}
public bool crouch
{
get { return Input.GetKeyDown(KeyCode.C); }
}
public bool crouching
{
get { return Input.GetKey(KeyCode.C); }
}
public KeyCode interactKey
{
get { return KeyCode.E; }
}
public bool interact
{
get { return Input.GetKeyDown(interactKey); }
}
public bool reload
{
get { return Input.GetKeyDown(KeyCode.R); }
}
public bool aim
{
get { return Input.GetMouseButtonDown(1); }
}
public bool aiming
{
get { return Input.GetMouseButton(1); }
}
public bool shooting
{
get { return Input.GetMouseButton(0); }
}
public float mouseScroll
{
get { return Input.GetAxisRaw("Mouse ScrollWheel"); }
}
private Vector2 previous;
private Vector2 _down;
private int jumpTimer;
private bool jump;
void Start()
{
jumpTimer = -1;
}
void Update()
{
_down = Vector2.zero;
if (raw.x != previous.x)
{
previous.x = raw.x;
if (previous.x != 0)
_down.x = previous.x;
}
if (raw.y != previous.y)
{
previous.y = raw.y;
if (previous.y != 0)
_down.y = previous.y;
}
}
public void FixedUpdate()
{
if (!Input.GetKey(KeyCode.Space))
{
jump = false;
jumpTimer++;
}
else if (jumpTimer > 0)
jump = true;
}
public bool Jump()
{
return jump;
}
public void ResetJump()
{
jumpTimer = -1;
}
}
You can use the new input system in Unity (I see that you're using an old one). It's a pretty convenient way to make sure that your input are generalizable for a wide range of input controllers.
https://www.youtube.com/watch?v=Yjee_e4fICc

In Unity, line of code keeps blocking video in WebGL?

I want to play a video in WebGL but it keeps blocking my video due to one line of code and I don't know why or how to "repair" it. When clicking on play, only one frame is shown and then it stops. (Entire code below).
The issue is this particular line in my Update function:
if (video.isPlaying)
{
if (!video.isPrepared) return;
videoSlider.value = (float)NTime; //This line here!!!
}
If not commented out, the video wont play, for whatever reason.
NTime, which seems to cause the issue, is:
video.time/ ((ulong)(video.frameCount / video.frameRate)) //video is videoPlayer
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Video;
using TMPro;
public class SliderVideo : MonoBehaviour
{
[SerializeField] VideoPlayer video;
[SerializeField] Slider videoSlider;
[SerializeField] Slider volumeSlider;
[SerializeField] Button playButton;
[SerializeField] RawImage fullScreenImage;
[SerializeField] RectTransform buttons;
[SerializeField] Vector3 buttonsPos;
Vector3 buttonsPosCache;
[SerializeField] TextMeshProUGUI buttonLanguage;
[SerializeField] GameObject disableButton;
[SerializeField] GameObject videoRectangle;
int cacheWidth, cacheHeight;
float videoWidth, videoHeight;
float videoWidthCache, videoHeightCache;
double videoTimeCache;
bool fullScreen;
float timerMouse;
public bool languageChange = false;
public string videoFileName;
public string videoFileNameEN;
public string videoFileNameDE;
//Start
private void Start()
{
playButton.image.sprite = Resources.LoadAll<Sprite>("icons")[25];
videoRectangle.SetActive(false);
videoHeight = fullScreenImage.gameObject.GetComponent<RectTransform>().sizeDelta.y;
videoWidth = fullScreenImage.gameObject.GetComponent<RectTransform>().sizeDelta.x;
buttonsPosCache = buttons.anchoredPosition;
}
//Update
private void Update()
{
if (video.isPlaying)
{
if (!video.isPrepared) return;
videoSlider.value = (float)NTime;
video.SetDirectAudioVolume(0, volumeSlider.value);
}
if (fullScreen)
{
if (Input.GetAxis("Mouse X") != 0 || Input.GetAxis("Mouse Y") != 0)
{
timerMouse = 0;
buttons.gameObject.SetActive(true);
}
else
{
timerMouse += Time.deltaTime;
if (timerMouse > 3)
{
timerMouse = 3;
buttons.gameObject.SetActive(false);
}
}
}
}
public ulong Duration
{
get { return (ulong)(video.frameCount / video.frameRate); }
}
public double VideoTime
{
get { return video.time; }
}
public double NTime
{
get { return VideoTime / Duration; }
}
//Prepare Method
public void LoadVideo(string source)
{
video.url = System.IO.Path.Combine(Application.streamingAssetsPath, source);
video.Prepare();
}
//Methods for Buttons
public void PlayVideo()
{
//if (!IsPrepared && IsPlaying) return ;
video.Play();
}
public void PauseVideo()
{
if (!video.isPlaying) return;
video.Pause();
}
public void SeekSlider()
{
video.time = (videoSlider.value * Duration);
}
public void PauseResume()
{
//if (!IsPrepared) return ;
videoRectangle.SetActive(true);
if (video.isPlaying)
{
playButton.image.sprite = Resources.LoadAll<Sprite>("icons")[25];
PauseVideo();
}
else if (!video.isPlaying)
{
playButton.image.sprite = Resources.LoadAll<Sprite>("icons")[24];
PlayVideo();
}
}
public void FullScreen()
{
if (!fullScreen)
{
disableButton.SetActive(false);
fullScreenImage.gameObject.GetComponent<RectTransform>().sizeDelta = new Vector2(1920, 1920);
buttons.anchoredPosition = buttonsPos;
fullScreen = true;
}
else
{
disableButton.SetActive(true);
fullScreenImage.gameObject.GetComponent<RectTransform>().sizeDelta = new Vector2(videoWidth, videoHeight);
buttons.anchoredPosition = buttonsPosCache;
fullScreen = false;
}
}
public void ChangeVideoLanguage()
{
if (!languageChange)
{
buttonLanguage.text = "EN";
videoFileName = videoFileNameDE;
video.Stop();
playButton.image.sprite = Resources.LoadAll<Sprite>("icons")[25];
LoadVideo(videoFileName);
languageChange = true;
}
else
{
buttonLanguage.text = "DE";
videoFileName = videoFileNameEN;
video.Stop();
playButton.image.sprite = Resources.LoadAll<Sprite>("icons")[25];
LoadVideo(videoFileName);
languageChange = false;
}
}
}

When the player shoots it is losing life

I'm making a multiplayer game2d and when my player shoots (the gun has a collider too )it's affecting his life and I don't know why.Probably because when the target "hurt" has RPCtarget.all but I don't know with what to change just to affect the others players in the game , not mine. With what I can replace all?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;
using Photon.Pun;
using Photon.Realtime;
using Photon;
using UnityEngine.UI;
public class Character : MonoBehaviourPun,IPunObservable
{
Rigidbody2D rb;
float dirX;
[SerializeField]
float moveSpeed = 5f, jumpForce = 400f, bulletSpeed = 500f;
[SerializeField] private float health = 100;
[SerializeField] private Slider slider;
[SerializeField] private Gradient gradient;
[SerializeField] private Image fill;
public Rigidbody2D bulletPrefabs;
Vector3 localScale;
public DeathsCount myCounts;
public Transform barrel;
public Rigidbody2D bullet;
// Use this for initialization
void Start()
{
localScale = transform.localScale;
rb = GetComponent<Rigidbody2D>();
if (photonView.IsMine)
{
myCounts = FindObjectOfType<DeathsCount>();
}
else
{
}
}
public float Health
{
get { return health; }
set
{
health = value;
slider.value = health;
// fill.color = gradient.Evaluate(slider.normalizedValue);
}
}
private void OnTriggerEnter2D(Collider2D col)
{
if (col.gameObject.CompareTag("Hurt"))
{
if (photonView.IsMine)
{
photonView.RPC("Damage", RpcTarget.All);
}
}
if (col.gameObject.tag == "PowerUp")
{
if (photonView.IsMine)
{
var powerup = col.GetComponent<PowerUp>();
powerup.Pickup(this);
}
else
{
}
}
if (col.gameObject.CompareTag("Bullet"))
{
if (photonView.IsMine)
{
photonView.RPC("Damage", RpcTarget.All);
bullet = bulletPrefabs;
}
}
else
{
}
}
[PunRPC]
void Damage()
{
if (Health > 0)
{
Health -= 20;
}
if (Health <= 0) // check health status
{
Health = 0; // make that Heath don't be < 0
if (photonView.IsMine)
{
myCounts.RpcRespawn(); //Here you should to call counter
photonView.transform.position = Vector2.zero;
Health = 100;
}
}
}
// Update is called once per frame
void Update()
{
if (photonView.IsMine)
{
dirX = CrossPlatformInputManager.GetAxis("Horizontal");
if (dirX != 0)
{
barrel.up = Vector3.right * Mathf.Sign(dirX);
}
if (CrossPlatformInputManager.GetButtonDown("Jump"))
Jump();
if (CrossPlatformInputManager.GetButtonDown("Fire1"))
Fire();
}
else
{
}
}
void FixedUpdate()
{
if (photonView.IsMine)
{
rb.velocity = new Vector2(dirX * moveSpeed, rb.velocity.y);
}
}
void Jump()
{
if (photonView.IsMine)
{
if (rb.velocity.y == 0)
rb.AddForce(Vector2.up * jumpForce);
}
}
void Fire()
{
var firedBullet = PhotonNetwork.Instantiate(bullet.name, barrel.position, barrel.rotation).GetComponent<Rigidbody2D>();
firedBullet.AddForce(barrel.up * bulletSpeed);
}
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
{
if (stream.IsWriting)
{
stream.SendNext(Health);
}
else if (stream.IsReading)
{
Health = (float)stream.ReceiveNext();
}
}
public void SetMaxHealth(int value)
{
if (photonView.IsMine)
{
slider.maxValue = value;
// The property handles the rest anyway
Health = value;
}
}
}
I think you don't really need RPC in this case.
I see your character IPunObservable and, I guess, added to PhotonView. So its health will sync automatically.
You also instantiate bullets with PhotonNetwork, which means, they will sync too and have PhotonView.
So every player has all synchronized bullets and other players.
It means, all that you need is to check if bullet is from other player and set damage locally (don't worry, result will sync) like this :
. . .
private void OnTriggerEnter2D(Collider2D col)
{
if (col.gameObject.CompareTag("Hurt"))
{
// if hurt object is not mine, take damage
if (!col.gameObject.GetPhotonView().isMine)
Damage();
}
if (col.gameObject.tag == "PowerUp")
{
if (photonView.IsMine)
{
var powerup = col.GetComponent<PowerUp>();
powerup.Pickup(this);
}
else
{
}
}
if (col.gameObject.CompareTag("Bullet"))
{
// if bullet is not mine, take damage
if (!col.gameObject.GetPhotonView().isMine)
Damage();
}
else
{
}
}
// no rpc
void Damage()
{
if (!photonView.IsMine) // only player can change his life
return;
if (Health > 0)
{
Health -= 20;
}
if (Health <= 0) // check health status
{
myCounts.RpcRespawn(); //Here you should to call counter
photonView.transform.position = Vector2.zero;
Health = 100;
}
}

Why the OnMouseDown() event on Rigidbody does not fire?

There is a dynamic Rigidbody that can be launched with the mouse. But at some point, Rigidbody stops reacting to the mouse for some reason. Rigidbody's speed is 0.
To a rigidbody attached two Spring joints.
The only way to awaken the body is to disable and re-enable Spring Joints when debugging.
public class Ball : MonoBehaviour
{
private Rigidbody2D rigidbodyBall;
public SpringJoint2D[] springJoints;
private GameObject speed;
public static Ball instance = null;
#region Life Cycle
void Awake()
{
speed = GameObject.Find("Velocity");
springJoints = GetComponents<SpringJoint2D>();
rigidbodyBall = GetComponent<Rigidbody2D>();
gameManager = GameObject.Find("GameManager").GetComponent<GameManager>();
}
private bool clickedOn = false;
void Update()
{
if (clickedOn)
{
Dragging();
UIManager.instance.pauseButton.SetActive(false);
UIManager.instance.totalScoreUI.gameObject.SetActive(false);
}
else
{
UIManager.instance.pauseButton.SetActive(true);
UIManager.instance.totalScoreUI.gameObject.SetActive(true);
}
}
#endregion
#region Launcher
#region Mouse
void OnMouseDown()
{
SpringJointDeactivate();
clickedOn = true;
}
void OnMouseUp()
{
SpringJointActivate();
clickedOn = false;
SetKinematicState(false);
Invoke("SpringJointDeactivate", 0.1f);
}
void Dragging()
{
Vector3 mouseWorldPointStart = transform.position;
Vector3 mouseWorldPoint = Camera.main.ScreenToWorldPoint(Input.mousePosition);
mouseWorldPoint.z = 0f;
if (Boundary.ballInBoundary)
{
transform.position = mouseWorldPoint;
float diffX = mouseWorldPoint.x - mouseWorldPointStart.x;
//TODO
for (int i = 0; i < springJoints.Length; i++)
{
springJoints[i].connectedAnchor = new Vector2(springJoints[i].connectedAnchor.x + diffX, springJoints[i].connectedAnchor.y);
}
}
else
{
Debug.Log("Another situation!");
Debug.Log(Boundary.ballInBoundary);
}
}
#endregion
public void SpringJointActivate()
{
foreach (SpringJoint2D joint in springJoints)
{
joint.enabled = true;
}
}
public void SpringJointDeactivate()
{
foreach (SpringJoint2D joint in springJoints)
{
joint.enabled = false;
}
}
public Vector3[] GetSpringJointsConnectedAnchorCoord()
{
Vector3[] springJointsCoord = new[] { Vector3.zero, Vector3.zero };
for (int i = 0; i < springJoints.Length; i++)
{
springJointsCoord[i] = springJoints[i].connectedAnchor;
}
return springJointsCoord;
}
#endregion
public void SetKinematicState(bool kinematicState)
{
rigidbodyBall.isKinematic = kinematicState;
}
}
What is the reason for this? How can this be corrected?
Replaced OnMouseDown() with Input.GetMouseButtonDown(0) and everything worked out.
void Update()
{
if (Input.GetMouseButtonDown(0))
{
SpringJointDeactivate();
clickedOn = true;
}
if (Input.GetMouseButtonUp(0))
{
SpringJointActivate();
clickedOn = false;
SetKinematicState(false);
Invoke("SpringJointDeactivate", 0.1f);
}
}

Player want to move left and right from single - touch (Unity)

I made the game in Unity Space Shooter. In my Space shooter there is 2 button it work for Left and Right moving. I want when we touch the left button player go to left only in Single Touch same like Right Button also.
This , are the some codes which i used in Game. Please Help me out from this.
TouchControl.cs
using UnityEngine;
using System.Collections;
public class TouchControl : MonoBehaviour {
public GUITexture moveLeft;
public GUITexture moveRight;
public GUITexture fire;
public GameObject player;
private PlayerMovement playerMove;
private Weapon[] weapons;
void Start()
{
playerMove = player.GetComponent<PlayerMovement> ();
}
void CallFire()
{
weapons = player.GetComponentsInChildren<Weapon> ();
foreach (Weapon weapon in weapons) {
if(weapon.enabled == true)
weapon.Fire();
}
}
void Update()
{
// int i = 0;
if(Input.touchCount > 0)
{
for(int i =0; i < Input.touchCount; i++)
{
// if(moveLeft.HitTest(Input.GetTouch(i).position, Camera.main))
// {
// if(Input.touchCount > 0)
// {
// playerMove.MoveLeft();
// }
// }
// if(moveRight.HitTest(Input.GetTouch(i).position, Camera.main))
// {
// if(Input.touchCount > 0)
// {
// playerMove.MoveRight();
// }
// }
// if(moveLeft.HitTest(Input.GetTouch(i).position, Camera.main))
// {
// if(Input.touchCount > 0)
// {
// CallFire();
// }
// }
// Touch t = Input.GetTouch(i);
Touch t = Input.GetTouch (i);
Input.multiTouchEnabled = true;
if(t.phase == TouchPhase.Began || t.phase == TouchPhase.Stationary)
{
if(moveLeft.HitTest(t.position, Camera.main))
{
playerMove.MoveLeft ();
}
if(moveRight.HitTest(t.position, Camera.main))
{
playerMove.MoveRight();
}
}
if(t.phase == TouchPhase.Began)
{
if(fire.HitTest(t.position, Camera.main))
{
CallFire();
}
}
if(t.phase == TouchPhase.Ended)
{
}
}
}
}
}
PlayerMovement.cs
using UnityEngine;
using System.Collections;
public class PlayerMovement : MonoBehaviour {
public float speedMove = 6.0f;
public float bonusTime;
private bool toLeft = false;
private bool toRight = false;
public GameObject shield;
public GUIText bonustimeText;
private bool counting = false;
private float counter;
private Weapon[] addWeapons;
public Sprite strongShip;
public Sprite normalSprite;
public Sprite shieldSprite;
private SpriteRenderer sRender;
private Weapon weaponScript;
void Start () {
counter = bonusTime;
sRender = GetComponent<SpriteRenderer> ();
addWeapons = GetComponentsInChildren<Weapon> ();
foreach (Weapon addWeapon in addWeapons) {
addWeapon.enabled = false;
}
weaponScript = GetComponent<Weapon>();
weaponScript.enabled = true;
}
// Update is called once per frame
void Update () {
if (Input.GetKeyDown (KeyCode.A)) {
toLeft = true;
}
if (Input.GetKeyUp (KeyCode.A)) {
toLeft = false;
}
if (Input.GetKeyDown (KeyCode.D)) {
toRight = true;
}
if (Input.GetKeyUp (KeyCode.D)) {
toRight = false;
}
if (counting) {
counter -= Time.deltaTime;
bonustimeText.text = counter.ToString("#0.0");
}
}
void FixedUpdate()
{
if (toLeft) {
MoveLeft();
}
if (toRight) {
MoveRight();
}
}
public void MoveLeft()
{
transform.Translate(Vector2.right * -speedMove* Time.deltaTime);
}
public void MoveRight()
{
transform.Translate(Vector2.right * speedMove * Time.deltaTime);
}
void OnCollisionEnter2D(Collision2D coll)
{
if (coll.gameObject.tag == "StrongMode") {
Destroy (coll.gameObject);
counting = true;
StrongMode();
Invoke ("Downgrade", bonusTime);
}
if (coll.gameObject.tag == "ShieldMode") {
Destroy (coll.gameObject);
counting = true;
ShieldMode();
Invoke("Downgrade", bonusTime);
}
if (coll.gameObject.tag == "Life") {
GUIHealth gui = GameObject.Find ("GUI").GetComponent<GUIHealth> ();
gui.AddHealth();
SendMessage("AddHp");
SoundHelper.instanceSound.PickUpSound();
Destroy(coll.gameObject);
}
if (coll.gameObject.tag == "Enemy") {
SendMessage("Dead");
}
}
void Downgrade()
{
SoundHelper.instanceSound.BonusDownSound ();
counting = false;
bonustimeText.text = "";
counter = bonusTime;
sRender.sprite = normalSprite;
weaponScript.enabled = true;
foreach (Weapon addWeapon in addWeapons) {
addWeapon.enabled = false;
}
weaponScript.enabled = true;
shield.SetActive (false);
}
void StrongMode()
{
SoundHelper.instanceSound.BonusUpSound ();
sRender.sprite = strongShip;
foreach (Weapon addWeapon in addWeapons) {
addWeapon.enabled = true;
}
weaponScript.enabled = false;
}
void ShieldMode()
{
SoundHelper.instanceSound.BonusUpSound ();
sRender.sprite = shieldSprite;
shield.SetActive (true);
}
// void OnDestroy()
// {
// bonustimeText.text = "";
// }
}
In the Player Controller script Create:
public Vector3 playerDirection = Vector3.zero;
Then in touch control instead of:
if (moveLeft.HitTest(Input.GetTouch(i).position, Camera.main))
{
if (Input.touchCount > 0)
{
playerMove.MoveLeft();
}
}
if (moveRight.HitTest(Input.GetTouch(i).position, Camera.main))
{
if (Input.touchCount > 0)
{
playerMove.MoveRight();
}
}
Use:
if (moveLeft.HitTest(Input.GetTouch(i).position, Camera.main))
{
if (Input.touchCount > 0)
{
playerMove.playerDirection = Vector3.left;
}
}
if (moveRight.HitTest(Input.GetTouch(i).position, Camera.main))
{
if (Input.touchCount > 0)
{
playerMove.playerDirection = Vector3.right;
}
}
Then in the Update method of Player Controller use:
transform.Translate(playerDirection * speedMove * Time.deltaTime);
public class PlayerController {
public EPlayerState playerState = EPLayerState.Idle;
void Update () {
// If click right button
playerState = EPlayerState.MoveRight;
// Else if click left button
playerState = EPlayerState.MoveLeft
if (playerState == EPlayerState.MoveRight)
// Move player right;
if (playerState == EPlayerState.MoveLeft
// Move player right;
}
}
public enum EPlayerState {
Idle,
MoveRight,
MoveLeft
}
You can also use something like a boolean called isRight, move right when it's true and left when it's false. Then when you click left or right button just change the variable.
`using UnityEngine;
public class HalfScreenTouchMovement : MonoBehaviour
{
private float screenCenterX;
private void Start()
{
// save the horizontal center of the screen
screenCenterX = Screen.width * 0.5f;
}
private void Update()
{
// if there are any touches currently
if(Input.touchCount > 0)
{
// get the first one
Touch firstTouch = Input.GetTouch(0);
// if it began this frame
if(firstTouch.phase == TouchPhase.Began)
{
if(firstTouch.position.x > screenCenterX)
{
// if the touch position is to the right of center
// move right
}
else if(firstTouch.position.x < screenCenterX)
{
// if the touch position is to the left of center
// move left
}
}
}
}
}`
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 > 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;
}
}