Joystick in unity
using System.Collections;
using System.Collections.Generic; using UnityEngine; public class Joystick : MonoBehaviour { public Transform player; public float speed = 5.0f; private bool touchStart = false; private Vector2 pointA; private Vector2 pointB; public Transform circle; public Transform outerCircle; // Update is called once per frame void Update () { if(Input.GetMouseButtonDown(0)){ pointA = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, Camera.main.transform.position.z)); circle.transform.position = pointA * -1; outerCircle.transform.position = pointA * -1; circle.
GetComponent<SpriteRenderer>().enabled = true; outerCircle.
GetComponent<SpriteRenderer>().enabled = true; } if(Input.GetMouseButton(0)){ touchStart = true; pointB = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, Camera.main.transform.position.z)); }else{ touchStart = false; } } private void FixedUpdate(){ if(touchStart){ Vector2 offset = pointB - pointA; Vector2 direction = Vector2.ClampMagnitude(offset, 1.0f); moveCharacter(direction * -1); circle.transform.position = new Vector2(pointA.x + direction.x, pointA.y + direction.y) * -1; }else{ circle.
GetComponent<SpriteRenderer>().enabled = false; outerCircle.
GetComponent<SpriteRenderer>().enabled = false; } } void moveCharacter(Vector2 direction){ player.Translate(direction * speed * Time.deltaTime); } }
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