Camera rotate by movement joystick - c#

I have first person shooter. It's work when I rotate the camera at first (right part of the screen) and then use joystick for movement (left part of the screen). But if I use joystick for movement and then rotate the camera - player move and camera rotate by joystick, not by camera rotation zone. How to fix it?
using UnityEngine;
using UnityEngine.EventSystems;
public class FixedTouchField : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
{
[HideInInspector]
public Vector2 TouchDist;
[HideInInspector]
public Vector2 PointerOld;
[HideInInspector]
protected int PointerId;
[HideInInspector]
public bool Pressed;
void Start()
{
}
void Update()
{
if (Pressed)
{
if (PointerId >= 0 && PointerId < Input.touches.Length)
{
TouchDist = Input.touches[PointerId].position - PointerOld;
PointerOld = Input.touches[PointerId].position;
}
else
{
TouchDist = new Vector2(Input.mousePosition.x, Input.mousePosition.y) - PointerOld;
PointerOld = Input.mousePosition;
}
}
else
{
TouchDist = new Vector2();
}
}
public void OnPointerDown(PointerEventData eventData)
{
Pressed = true;
//PointerId = eventData.pointerId;
//PointerOld = eventData.position;
PointerOld = Input.touches[PointerId].position;
}
public void OnPointerUp(PointerEventData eventData)
{
Pressed = false;
}
}

Related

Why does my Teleport Move not function the way I want it to?

I am doing my Computer Science A-Level NEA and I want to program a teleport for my player character to use in these circumstances:
The direction of the teleport is controlled by the left mouse button
The player can only teleport once until they touch the ground again
If the player teleports through enemies then those enemies will be instantly killed.
The third one isn't too important at the moment as the 2nd condition isn't working properly.
using System.Collections; using System.Collections.Generic; using
UnityEngine;
public class Teleport : MonoBehaviour {
public Vector2 screenPosition;
public Vector2 worldPosition;
private CharacterController2D characterController2D;
public bool canTeleport = true;
void Awake()
{
characterController2D = GetComponent<CharacterController2D>();
}
public void t_PORT()
{
bool ground_check = characterController2D.m_Grounded;
if (canTeleport = true && Input.GetMouseButtonDown(0))
{
screenPosition = Input.mousePosition;
worldPosition = Camera.main.ScreenToWorldPoint(screenPosition);
transform.position = worldPosition;
while (ground_check = false)
{
if (ground_check = false)
{
canTeleport = false;
}
else
{
canTeleport = true;
}
}
}
} }
Here is the code for the teleport. It works by taking the on-screen position of the mouse when clicked, translating it into an in-game position and changing the player's position to that of the mouse's.
I took a boolean value from my Character Controller called m_grounded which checks to see if the player is currently touching the ground. I thought that if the player has already teleported I could use a while loop (it would loop on the condition that m_grounded is false and break when the player touches the ground allowing them to teleport again). The first time I tried this it didn't work as I had the code in an Update Class and when I would teleport the game would freeze. I then put it into it's own class called t_Port (which you can see above) but then the player wouldn't teleport at all. I decided to put it in a FixedUpdate class which allowed the player to teleport once more but the player could teleport an infinite amount of times (which I do not want).
The script for my character controller is here:
using UnityEngine; using UnityEngine.Events;
public class CharacterController2D : MonoBehaviour { [SerializeField]
private float m_JumpForce = 400f; // Amount
of force added when the player jumps. [Range(0, 1)] [SerializeField]
private float m_CrouchSpeed = .36f; // Amount of maxSpeed
applied to crouching movement. 1 = 100% [Range(0, .3f)]
[SerializeField] private float m_MovementSmoothing = .05f; // How
much to smooth out the movement [SerializeField] private bool
m_AirControl = false; // Whether or not a
player can steer while jumping; [SerializeField] private LayerMask
m_WhatIsGround; // A mask determining what is
ground to the character [SerializeField] public Transform
m_GroundCheck; // A position marking where
to check if the player is grounded. [SerializeField] private
Transform m_CeilingCheck; // A position
marking where to check for ceilings [SerializeField] private
Collider2D m_CrouchDisableCollider; // A collider that
will be disabled when crouching
const float k_GroundedRadius = .2f; // Radius of the overlap circle
to determine if grounded public bool m_Grounded; //
Whether or not the player is grounded. const float k_CeilingRadius =
.2f; // Radius of the overlap circle to determine if the player can
stand up private Rigidbody2D m_Rigidbody2D; private bool
m_FacingRight = true; // For determining which way the player is
currently facing. private Vector3 m_Velocity = Vector3.zero;
[Header("Events")] [Space]
public UnityEvent OnLandEvent;
[System.Serializable] public class BoolEvent : UnityEvent { }
public BoolEvent OnCrouchEvent; private bool m_wasCrouching = false;
private void Awake() { m_Rigidbody2D =
GetComponent();
if (OnLandEvent == null) OnLandEvent = new UnityEvent();
if (OnCrouchEvent == null) OnCrouchEvent = new BoolEvent(); }
public void FixedUpdate() { bool wasGrounded = m_Grounded;
m_Grounded = false;
// The player is grounded if a circlecast to the groundcheck
position hits anything designated as ground // This can be done
using layers instead but Sample Assets will not overwrite your project
settings. Collider2D[] colliders =
Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius,
m_WhatIsGround); for (int i = 0; i < colliders.Length; i++) {
if (colliders[i].gameObject != gameObject) {
m_Grounded = true;
if (!wasGrounded)
OnLandEvent.Invoke(); } } }
public void Move(float move, bool crouch, bool jump) { // If
crouching, check to see if the character can stand up if (!crouch)
{ // If the character has a ceiling preventing them from standing
up, keep them crouching if
(Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius,
m_WhatIsGround)) {
crouch = true; } }
//only control the player if grounded or airControl is turned on
if (m_Grounded || m_AirControl) {
// If crouching if (crouch) {
if (!m_wasCrouching)
{
m_wasCrouching = true;
OnCrouchEvent.Invoke(true);
}
// Reduce the speed by the crouchSpeed multiplier
move *= m_CrouchSpeed;
// Disable one of the colliders when crouching
if (m_CrouchDisableCollider != null)
m_CrouchDisableCollider.enabled = false; } else {
// Enable the collider when not crouching
if (m_CrouchDisableCollider != null)
m_CrouchDisableCollider.enabled = true;
if (m_wasCrouching)
{
m_wasCrouching = false;
OnCrouchEvent.Invoke(false);
} }
// Move the character by finding the target velocity Vector3
targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
// And then smoothing it out and applying it to the character
m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity,
targetVelocity, ref m_Velocity, m_MovementSmoothing);
// If the input is moving the player right and the player is facing
left... if (move > 0 && !m_FacingRight) {
// ... flip the player.
Flip(); } // Otherwise if the input is moving the player left and the player is facing right... else if (move < 0 &&
m_FacingRight) {
// ... flip the player.
Flip(); } } // If the player should jump... if (m_Grounded && jump) { // Add a vertical force to the player.
m_Grounded = false; m_Rigidbody2D.AddForce(new Vector2(0f,
m_JumpForce)); } }
private void Flip() { // Switch the way the player is labelled as
facing. m_FacingRight = !m_FacingRight;
// Multiply the player's x local scale by -1. Vector3 theScale =
transform.localScale; theScale.x *= -1; transform.localScale =
theScale; } }
And here is my Player Movement script:
using System.Collections; using System.Collections.Generic; using
UnityEngine;
public class PlayerMovement : MonoBehaviour {
public CharacterController2D controller;
public Animator animator;
float X_Speed = 0.0f;
float Y_Speed = 0.0f;
float Ground_speed = 0.0f;
float Ground_angle;
float acceleration_speed = 0.46875f;
float deceleration_speed = 5.0f;
float friction_speed = 0.66875f;
float top_speed = 100.0f;
public bool jump = false;
bool crouch = false;
// Update is called once per frame
void Update()
{
if (Input.GetAxisRaw("Horizontal") < 0) //if player is pressing left
{
if (X_Speed > 0.0f)
{
X_Speed -= deceleration_speed; //decelerate
if (X_Speed <= 0.0f)
{
X_Speed = -0.5f;
}
}
else if (X_Speed > -top_speed)
{
X_Speed -= acceleration_speed; //accelerate
if (X_Speed <= -top_speed)
{
X_Speed = -top_speed; //impose top speed limit
}
}
}
if (Input.GetAxisRaw("Horizontal") > 0) //if player is pressing right
{
if (X_Speed < 0.0f) //if moving to the left
{
X_Speed += deceleration_speed; //decelerate
if (X_Speed >= 0.0f)
{
X_Speed = 0.5f;
}
}
else if (X_Speed < top_speed)
{
X_Speed += acceleration_speed; //accelerate
if (X_Speed >= top_speed)
{
X_Speed = top_speed; //impose top speed limit
}
}
}
if (Input.GetAxis("Horizontal") == 0)
{
X_Speed -= friction_speed; //decelerate
if (X_Speed <= 0)
{
X_Speed = 0.0f;
}
}
animator.SetFloat("Speed", Mathf.Abs(X_Speed));
if (Input.GetButtonDown("Jump"))
{
jump = true;
animator.SetBool("isJumping", true);
}
if (Input.GetButtonDown("Crouch"))
{
crouch = true;
}
else if (Input.GetButtonUp("Crouch"))
{
crouch = false;
}
}
private void onCollisionEnter2D(Collision2D other)
{
}
public void OnLanding()
{
animator.SetBool("isJumping", false);
}
public void OnCrouching(bool isCrouching)
{
animator.SetBool("isCrouching", isCrouching);
}
void FixedUpdate()
{
// Move the character, jump and croutch
controller.Move(X_Speed * Time.fixedDeltaTime, crouch, jump);
jump = false;
} }
I would like for my player character to teleport once before having to touch the ground to be able to teleport again.
I appreciate the thouroughness of posting all relevant code, but the error is in the very first snippet:
while (ground_check = false)
{
if (ground_check = false)
{
...
One equals sign is an assignment, two is an equality check:
while (ground_check == false)
{
if (ground_check == false)
{
...
This fixed my problems:
using System.Collections; using System.Collections.Generic; using
UnityEngine;
public class Teleport : MonoBehaviour {
public Vector2 screenPosition;
public Vector2 worldPosition;
private CharacterController2D characterController2D;
public bool canTeleport = true;
void Awake()
{
characterController2D = GetComponent<CharacterController2D>();
}
void FixedUpdate()
{
if (canTeleport == true && Input.GetMouseButtonDown(0))
{
T_Port();
}
else
{
bool ground_check = characterController2D.m_Grounded;
if (!ground_check && canTeleport == false)
{
canTeleport = false;
}
else
{
canTeleport = true;
}
}
}
public void T_Port()
{
screenPosition = Input.mousePosition;
worldPosition = Camera.main.ScreenToWorldPoint(screenPosition);
transform.position = worldPosition;
canTeleport = false;
}
}

The Spawned enemy only moves, but not shoots in unity

I am new to unity. Recently, I have started making a survival fps game, there, I have 1 enemy, when I kill him, it will spawn more enemies. However, the spawned only move, but not shoot. Although, I have attached a script to it. here are all my code.
prefab_shooting-
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class prefab_shooting : MonoBehaviour
{
public float damage = 1f;
public float range = 100f;
public GameObject player;
public GameObject enemy;
private void Start()
{
player = GameObject.FindWithTag("Player");
enemy = GameObject.FindWithTag("PBR");
}
private void Update()
{
if (Vector3.Distance(transform.position, player.transform.position) < 25.0f)
{
Debug.Log(damage);
}
}
void Shoot()
{
RaycastHit hit;
if (Physics.Raycast(enemy.transform.position, enemy.transform.forward, out hit, range))
{
if (hit.transform.tag == "Player")
{
swat_death swat = hit.transform.GetComponent<swat_death>();
// Debug.Log(damage);
}
}
}
}
PBR_shooting (the enemy shooting)-
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PBR_shooting : MonoBehaviour
{
public float damage = 1f;
public float range = 100f;
public GameObject player;
public GameObject enemy;
private void Start()
{
player = GameObject.FindWithTag("Player");
enemy = GameObject.FindWithTag("PBR");
}
private void Update()
{
if (Vector3.Distance(transform.position, player.transform.position) < 25.0f)
{
Shoot();
}
}
void Shoot()
{
RaycastHit hit;
if(Physics.Raycast(enemy.transform.position, enemy.transform.forward, out hit, range))
{
if(hit.transform.tag == "Player")
{
swat_death swat = hit.transform.GetComponent<swat_death>();
// Debug.Log(swat.health);
swat.TakeDamage(damage);
}
}
}
Swat_death (player_death) -
using UnityEngine;
using UnityEngine.SceneManagement;
public class swat_death : MonoBehaviour
{
static float health = 250f;
public GameObject player;
public void TakeDamage(float amount)
{
health -= amount;
Debug.Log(health);
if (health <= 0f)
{
Debug.Log("STOP");
SceneManager.LoadScene("death_scene");
}
}
void Die()
{
}
private void OnCollisionEnter(Collision collision)
{
if(collision.transform.tag == "enemy_bullet")
{
//SceneManager.LoadScene("death_scene");
}
}
}
And the PBR_Death (from where the spawning starts) -
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PBR_death : MonoBehaviour
{
public GameObject player;
Animator anim;
public int XPos;
public int ZPos;
public GameObject TheEnemy;
public int enemyCount = 0;
public int points = 1;
public GameObject enemyGameObject;
void Start()
{
anim = GetComponent<Animator>();
enemyGameObject = GameObject.FindWithTag("PBR");
}
// Update is called once per frame
void OnCollisionEnter(Collision collision)
{
if (collision.transform.tag == "bullet")
{
anim.SetTrigger("isDying");
enemy_movement enemy = GetComponent<enemy_movement>();
enemy.enabled = false;
PBR_shooting shoot = GetComponent<PBR_shooting>();
shoot.enabled = false;
scoreManager.score += points;
GameObject go = Instantiate(enemyGameObject, new Vector3(Random.Range(34, 0), Random.Range(34, 0), 0), Quaternion.identity) as GameObject;
go.AddComponent<prefab_movement>();
go.AddComponent<prefab_death>();
go.AddComponent<prefab_shooting>();
// StartCoroutine(EnemySpawner());
Destroy(collision.gameObject);
}
}
Pls help me, I am stuck in this for almost 3 days..
You didn't call the function
In your first script (prefab_shooting-) You didn't call the Shoot() function.

2D Character only move on Y axis

So i'm making a Platformer game but my player can only jump and crouch. Everytime I want to walk, my player just stay here and don't move. Everything is okay in the input manager and i'm using a character controller 2D. For the movement, I have made a little script named PlayerMovement. I'm currently using Unity 2019.3.14f1. Figured out the problem but not knowing how to solve it, my horizontal input value is not being received
Here's the character controller 2D:
using UnityEngine;
using UnityEngine.Events;
public class CharacterController2D : MonoBehaviour
{
[SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps.
[Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100%
[Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f; // How much to smooth out the movement
[SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping;
[SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character
[SerializeField] private Transform m_GroundCheck; // A position marking where to check if the player is grounded.
[SerializeField] private Transform m_CeilingCheck; // A position marking where to check for ceilings
[SerializeField] private Collider2D m_CrouchDisableCollider; // A collider that will be disabled when crouching
const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
private bool m_Grounded; // Whether or not the player is grounded.
const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up
private Rigidbody2D m_Rigidbody2D;
private bool m_FacingRight = true; // For determining which way the player is currently facing.
private Vector3 m_Velocity = Vector3.zero;
[Header("Events")]
[Space]
public UnityEvent OnLandEvent;
[System.Serializable]
public class BoolEvent : UnityEvent<bool> { }
public BoolEvent OnCrouchEvent;
private bool m_wasCrouching = false;
private void Awake()
{
m_Rigidbody2D = GetComponent<Rigidbody2D>();
if (OnLandEvent == null)
OnLandEvent = new UnityEvent();
if (OnCrouchEvent == null)
OnCrouchEvent = new BoolEvent();
}
private void FixedUpdate()
{
bool wasGrounded = m_Grounded;
m_Grounded = false;
// The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
// This can be done using layers instead but Sample Assets will not overwrite your project settings.
Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
for (int i = 0; i < colliders.Length; i++)
{
if (colliders[i].gameObject != gameObject)
{
m_Grounded = true;
if (!wasGrounded)
OnLandEvent.Invoke();
}
}
}
public void Move(float move, bool crouch, bool jump)
{
// If crouching, check to see if the character can stand up
if (crouch)
{
// If the character has a ceiling preventing them from standing up, keep them crouching
if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
{
crouch = true;
}
}
//only control the player if grounded or airControl is turned on
if (m_Grounded || m_AirControl)
{
// If crouching
if (crouch)
{
if (!m_wasCrouching)
{
m_wasCrouching = true;
OnCrouchEvent.Invoke(true);
}
// Reduce the speed by the crouchSpeed multiplier
move *= m_CrouchSpeed;
// Disable one of the colliders when crouching
if (m_CrouchDisableCollider != null)
m_CrouchDisableCollider.enabled = false;
}
else
{
// Enable the collider when not crouching
if (m_CrouchDisableCollider != null)
m_CrouchDisableCollider.enabled = true;
if (m_wasCrouching)
{
m_wasCrouching = false;
OnCrouchEvent.Invoke(false);
}
}
// Move the character by finding the target velocity
Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
// And then smoothing it out and applying it to the character
m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing);
// If the input is moving the player right and the player is facing left...
if (move > 0 && !m_FacingRight)
{
// ... flip the player.
Flip();
}
// Otherwise if the input is moving the player left and the player is facing right...
else if (move < 0 && m_FacingRight)
{
// ... flip the player.
Flip();
}
}
// If the player should jump...
if (m_Grounded && jump)
{
// Add a vertical force to the player.
m_Grounded = false;
m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
}
}
private void Flip()
{
// Switch the way the player is labelled as facing.
m_FacingRight = !m_FacingRight;
transform.Rotate(0f, 180f, 0f);
}
}
And the player movement:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
public CharacterController2D controller;
public Animator animator;
public float runSpeed = 40f;
float horizontalMove = 0f;
bool jump = false;
bool crouch = false;
// Update is called once per frame
void Update()
{
horizontalMove = Input.GetAxisRaw("Horizontal") * runSpeed;
animator.SetFloat("Speed", Mathf.Abs(horizontalMove))
;
if (Input.GetButtonDown("Jump"))
{
jump = true;
animator.SetBool("IsJumping", true);
}
if (Input.GetButtonDown("Crouch"))
{
crouch = true;
}
else if (Input.GetButtonUp("Crouch"))
{
crouch = false;
}
if (Input.GetButtonDown("Horizontal"))
{
Debug.Log("True");
}
}
public void OnLanding()
{
animator.SetBool("IsJumping", false);
}
public void OnCrouching(bool isCrouching)
{
animator.SetBool("IsCrouching", isCrouching);
}
void FixedUpdate()
{
// Move our character
controller.Move(horizontalMove * Time.fixedDeltaTime, crouch, jump);
jump = false;
}
}

Unity 2D, control a simple shot

I have to control a shot of a ball with touch. All works fine but I need to start my trajectory when I touch the screen, but the trajectory start only when the ball is touched. Is because the script is attached to the ball?
All touch input except touches on the ball is ignored.
Here is the C# script , can someone help me?
using UnityEngine;
using System.Collections;
using System;
namespace Shorka.BallTrajectory
{
public enum PullState
{
Idle,
UserPulling,
ObjFlying
}
public class PullCtrl : MonoBehaviour
{
#region fields
//[SerializeField] private Transform throwTarget;
[SerializeField] private ThrownObject throwObj;
[SerializeField] private Transform dotHelper;
[SerializeField] private Transform pullingStartPoint;
[Space(5)]
[Tooltip("this linerenderer will draw the projected trajectory of the thrown object")]
[SerializeField]
private LineRenderer trajectoryLineRen;
[SerializeField]
private TrailMaker trail;
[Space(5)]
[SerializeField]
private float throwSpeed = 10F;
[Tooltip("Max Distance between 'PullingStartPoint' and pulling touch point")]
[SerializeField]
private float maxDistance = 1.5F;
[SerializeField]
private float coofDotHelper = 1.5F;
[Tooltip("Related to length of trajectory line")]
[SerializeField]
private int qtyOfsegments = 13;
[Tooltip("Step of changing trajectory dots offset in runtime")]
[SerializeField]
private float stepMatOffset = 0.01F;
[Tooltip("Z position of trajectory dots")]
[SerializeField]
private float dotPosZ = 0F;
private PullState pullState;
private Camera camMain;
//private Collider2D collThrowTarget;
private Rigidbody2D rgThrowTarget;
private Vector3 posPullingStart;
private Vector3 initPos;
private TrajectoryCtrl trajCtrl;
#endregion
public Vector3 PosDotHelper { get { return dotHelper.position; } }
public Vector3 PosThrowTarget { get { return throwObj.transform.position; } }
public int QtyOfsegments { get { return qtyOfsegments; } }
public float DotPosZ { get { return dotPosZ; } }
public Vector3 PosPullingStart { get { return posPullingStart; } }
public float StepMatOffset { get { return stepMatOffset; } }
void Awake()
{
trail.emit = false;
trajCtrl = new TrajectoryCtrl(this, trajectoryLineRen);
}
void Start()
{
camMain = Camera.main;
pullState = PullState.Idle;
posPullingStart = pullingStartPoint.position;
initPos = PosThrowTarget;
}
void Update()
{
SwitchStates();
}
private void SwitchStates()
{
switch (pullState)
{
case PullState.Idle:
if (Input.touchCount> 0 && Input.GetTouch(0).phase == TouchPhase.Began)
{
Debug.Log("Screen touched");
//get the point on screen user has tapped
Vector3 location = camMain.ScreenToWorldPoint(Input.GetTouch(0).position);
//if user has tapped onto the ball
if (throwObj.Collider == Physics2D.OverlapPoint(location))
pullState = PullState.UserPulling;
}
break;
case PullState.UserPulling:
dotHelper.gameObject.SetActive(true);
if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Moved)
{
//get touch position
Vector3 touchPos = camMain.ScreenToWorldPoint(Input.GetTouch(0).position);
touchPos.z = 0;
//we will let the user pull the ball up to a maximum distance
if (Vector3.Distance(touchPos, posPullingStart) > maxDistance)
{
Vector3 maxPosition = (touchPos - posPullingStart).normalized * maxDistance + posPullingStart;
maxPosition.z = dotHelper.position.z;
dotHelper.position = maxPosition;
}
else
{
touchPos.z = dotHelper.position.z;
dotHelper.position = touchPos;
}
float distance = Vector3.Distance(posPullingStart, dotHelper.position);
trajCtrl.DisplayTrajectory(distance);
}
else if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Canceled || Input.GetTouch(0).phase == TouchPhase.Ended)
{
float distance = Vector3.Distance(posPullingStart, dotHelper.position);
trajectoryLineRen.enabled = false;
ThrowObj(distance);
}
break;
default:
break;
}
}
//private Vector2 velocityToRg = Vector2.zero;
private void ThrowObj(float distance)
{
Debug.Log("ThrowObj");
pullState = PullState.Idle;
Vector3 velocity = posPullingStart - dotHelper.position;
//velocityToRg = CalcVelocity(velocity, distance);
throwObj.ThrowObj(CalcVelocity(velocity, distance));
//rgThrowTarget.velocity = velocityToRg;
//rgThrowTarget.isKinematic = false;
trail.enabled = true;
trail.emit = true;
dotHelper.gameObject.SetActive(false);
}
public void Restart(Vector3 posThrownObj)
{
trail.emit = false;
trail.Clear();
StartCoroutine(ClearTrail());
trajectoryLineRen.enabled = false;
dotHelper.gameObject.SetActive(false);
pullState = PullState.Idle;
throwObj.Reset(posThrownObj);
}
private readonly WaitForSeconds wtTimeBeforeClear = new WaitForSeconds(0.3F);
IEnumerator ClearTrail()
{
yield return wtTimeBeforeClear;
trail.Clear();
trail.enabled = false;
}
Vector3 velocity = Vector3.zero;
public Vector3 CalcVelocity(Vector3 diff, float distance)
{
velocity.x = diff.x * throwSpeed * distance * coofDotHelper;
velocity.y = diff.y * throwSpeed * distance * coofDotHelper;
return velocity;
}
}
}
Its quite easy. you need to add these two scripts to the gameobject (not the ball but the one which is used to shoot the ball something like a gun)
TouchEventTrigger.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.EventSystems;
public class TouchEventTrigger : MonoBehaviour, IPointerClickHandler, IPointerDownHandler, IPointerUpHandler {
public TouchEvent onClick;
public TouchEvent onDown;
public TouchEvent onUp;
public void OnPointerClick(PointerEventData e) {
onClick.Invoke(e);
}
public void OnPointerDown(PointerEventData e) {
onDown.Invoke(e);
}
public void OnPointerUp(PointerEventData e) {
onUp.Invoke(e);
}
}
[System.Serializable]
public class TouchEvent : UnityEvent<PointerEventData> {}
Shooter.cs
public void TryBeginAim(PointerEventData e) {
if(canShoot) {
initialTouchPos = e.position;
}
}
public void TryAim(PointerEventData e) {
if(canShoot) {
direction = initialTouchPos - e.position;
float mag = (initialTouchPos - e.position).magnitude;
float scale = Mathf.Clamp(mag/maxMagnitude, scaleThreshold, 1f);
angle = Mathf.Atan2(direction.y,direction.x) * Mathf.Rad2Deg + 90f;
aim.transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward);
aim.transform.localScale = Vector3.one * scale;
aim.SetActive(e.position.y < initialTouchPos.y);
}
}
public void TryShoot(PointerEventData e) {
if(canShoot && aim.activeInHierarchy) {
canShoot = false;
StartCoroutine(ShootRoutine(balls));
}
aim.SetActive(false);
}
private IEnumerator ShootRoutine(int b) {
// write code to start shooting balls.
}
Then connect the touch events with the methods like this:
1. OnPointerClick => TryBeginAim
2. OnPointerDown => TryAim
3. OnPointerUp => TryShoot
That's All !!
I hope this helps to solve this issue. Enjoy!

AddForce doesn't work in Unity

I have the following script
public class SpeedUp : MonoBehaviour {
public Rigidbody2D ball;
void OnTriggerEnter2D(Collider2D col)
{
if (col.tag == "Ball") {
ball.AddForce(Vector2.left * 1000f);
Debug.Log("ABC");
}
}
}
and every time I run my game, the Debug.Log("ABC") prints ABC in the console, but the Rigidbody doesn't move, it stays as it is. Can someone explain me why, because I don't understand why does the console print work and the Rigidbody doesn't move
This is the code for the Ball
public class Ball : MonoBehaviour {
public Rigidbody2D rb;
public Rigidbody2D hook;
public float releaseTime = 0.15f;
private bool isPressed = false;
void Update()
{
if (isPressed)
{
Vector2 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
if (Vector3.Distance(mousePos, hook.position) > 2.5f)
{
rb.position = hook.position + (mousePos - hook.position).normalized * 2.5f;
}
else
{
rb.position = mousePos;
}
}
}
void OnMouseDown()
{
isPressed = true;
rb.isKinematic = true;
}
void OnMouseUp()
{
isPressed = false;
rb.isKinematic = false;
StartCoroutine(Release());
}
IEnumerator Release()
{
yield return new WaitForSeconds(releaseTime);
GetComponent<SpringJoint2D>().enabled = false;
this.enabled = false;
}
}
The Rigidbody doesn't move may be it's need to getComponenrt()
So, add void Start() method in your the script
public class SpeedUp : MonoBehaviour {
public Rigidbody2D ball;
void Start()
{
ball = ball.GetComponent<Rigidbody2D>();
}
void OnTriggerEnter2D(Collider2D col)
{
if (col.tag == "Ball") {
ball.AddForce(Vector2.left * 1000f);
Debug.Log("ABC");
}
}
}

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