Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice

Mobile Device Input!

Discussion in 'Scripting' started by RohailTariq, Nov 9, 2015.

  1. RohailTariq

    RohailTariq

    Joined:
    Jan 7, 2015
    Posts:
    8
    Hi guys! I'm trying to build a 2d game and below script is my character "PlayerControl" script. It works fine on Horizontal axis with arrow keys but how should i implement touch input for mobile devices to move my character in right and left direction. Please can somebody help me?? Thanks in advance....

    using UnityEngine;
    using System.Collections;

    public class PlayerControl : MonoBehaviour
    {
    [HideInInspector]
    public bool facingRight = true; // For determining which way the player is currently facing.
    [HideInInspector]
    public bool jump = false; // Condition for whether the player should jump.


    public float moveForce = 365f; // Amount of force added to move the player left and right.
    public float maxSpeed = 5f; // The fastest the player can travel in the x axis.
    public AudioClip[] jumpClips; // Array of clips for when the player jumps.
    public float jumpForce = 1000f; // Amount of force added when the player jumps.
    public AudioClip[] taunts; // Array of clips for when the player taunts.
    public float tauntProbability = 50f; // Chance of a taunt happening.
    public float tauntDelay = 1f; // Delay for when the taunt should happen.


    private int tauntIndex; // The index of the taunts array indicating the most recent taunt.
    private Transform groundCheck; // A position marking where to check if the player is grounded.
    private bool grounded = false; // Whether or not the player is grounded.
    private Animator anim; // Reference to the player's animator component.
    GameObject hero;

    void Awake()
    {
    // Setting up references.
    groundCheck = transform.Find("groundCheck");
    anim = GetComponent<Animator>();
    }


    public void Update()
    {
    // The player is grounded if a linecast to the groundcheck position hits anything on the ground layer.
    grounded = Physics2D.Linecast (transform.position, groundCheck.position, 1 << LayerMask.NameToLayer ("Ground"));

    // If the jump button is pressed and the player is grounded then the player should jump.
    if (Input.GetButtonDown ("Jump") && grounded)
    jump = true;
    }


    void FixedUpdate ()
    {
    // Cache the horizontal input.
    float h = Input.GetAxis("Horizontal");

    // The Speed animator parameter is set to the absolute value of the horizontal input.
    anim.SetFloat("Speed", Mathf.Abs(h));

    // If the player is changing direction (h has a different sign to velocity.x) or hasn't reached maxSpeed yet...
    if (h * GetComponent<Rigidbody2D> ().velocity.x < maxSpeed)
    // ... add a force to the player.
    GetComponent<Rigidbody2D>().AddForce(Vector2.right * h * moveForce);

    // If the player's horizontal velocity is greater than the maxSpeed...
    if(Mathf.Abs(GetComponent<Rigidbody2D>().velocity.x) > maxSpeed)
    // ... set the player's velocity to the maxSpeed in the x axis.
    GetComponent<Rigidbody2D>().velocity = new Vector2(Mathf.Sign(GetComponent<Rigidbody2D>().velocity.x) * maxSpeed, GetComponent<Rigidbody2D>().velocity.y);

    // If the input is moving the player right and the player is facing left...
    if (h > 0 && !facingRight)
    // ... flip the player.
    Flip ();

    // Otherwise if the input is moving the player left and the player is facing right...
    else if(h < 0 && facingRight)
    // ... flip the player.
    Flip();

    // If the player should jump...
    if(jump)
    {
    // Set the Jump animator trigger parameter.
    anim.SetTrigger("Jump");

    // Play a random jump audio clip.
    int i = Random.Range(0, jumpClips.Length);
    AudioSource.PlayClipAtPoint(jumpClips, transform.position);

    // Add a vertical force to the player.
    GetComponent<Rigidbody2D>().AddForce(new Vector2(0f, jumpForce));

    // Make sure the player can't jump again until the jump conditions from Update are satisfied.
    jump = false;
    }
    }


    void Flip ()
    {
    // Switch the way the player is labelled as facing.
    facingRight = !facingRight;

    // Multiply the player's x local scale by -1.
    Vector3 theScale = transform.localScale;
    theScale.x *= -1;
    transform.localScale = theScale;
    }


    public IEnumerator Taunt()
    {
    // Check the random chance of taunting.
    float tauntChance = Random.Range(0f, 100f);
    if(tauntChance > tauntProbability)
    {
    // Wait for tauntDelay number of seconds.
    yield return new WaitForSeconds(tauntDelay);

    // If there is no clip currently playing.
    if(!GetComponent<AudioSource>().isPlaying)
    {
    // Choose a random, but different taunt.
    tauntIndex = TauntRandom();

    // Play the new taunt.
    GetComponent<AudioSource>().clip = taunts[tauntIndex];
    GetComponent<AudioSource>().Play();
    }
    }
    }


    int TauntRandom()
    {
    // Choose a random index of the taunts array.
    int i = Random.Range(0, taunts.Length);

    // If it's the same as the previous taunt...
    if(i == tauntIndex)
    // ... try another random taunt.
    return TauntRandom();
    else
    // Otherwise return this index.
    return i;
    }
    }
     
  2. martinmr

    martinmr

    Joined:
    Mar 25, 2015
    Posts:
    325
  3. LeftyRighty

    LeftyRighty

    Joined:
    Nov 2, 2012
    Posts:
    5,148
  4. RohailTariq

    RohailTariq

    Joined:
    Jan 7, 2015
    Posts:
    8
    Thanks! I'll let you guys know after implementing it.