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Question by klskl · May 15, 2016 at 01:34 PM · raycastswipe

checking raycast after swipe detection

I have two scripts, one is for checking what direction a user swiped on the screen, the other is to check if a user clicked on an object.

// if user clicked on object

 public class touchDetector : MonoBehaviour {
 
     float range;
 
     // Use this for initialization
     void Start () {
        
     }
 
     // Update is called once per frame
     void Update()
     {
         if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began)
         {
 
             Vector2 worldPoint = Camera.main.ScreenToWorldPoint(Input.GetTouch(0).position);
             
             RaycastHit2D hit = Physics2D.Raycast ( worldPoint, Vector2.zero);
 
             if (hit.collider != null) {
 
                 if (hit.transform.gameObject.CompareTag("Player")) {
                     // swipe detection here?
                 } 
                 
             }
 
         }
     }
 
 }


And for my swipe detection I am using a script from SquidSquadStudios, his video explaining this script: https://www.youtube.com/watch?v=9ZIHx09GevI

 using UnityEngine;
 using System.Collections;
 
 public class SwipeDetection : MonoBehaviour
 {
 
     public float minSwipeDistY;
     public float minSwipeDistX;
     private Vector2 startPos;
 
     void Update()
     {
         //#if UNITY_ANDROID
         if (Input.touchCount > 0)
 
         {
 
             Touch touch = Input.touches[0];
 
             switch (touch.phase)
 
             {
 
                 case TouchPhase.Began:
 
                     startPos = touch.position;
 
                     break;
 
 
 
                 case TouchPhase.Ended:
 
                     float swipeDistVertical = (new Vector3(0, touch.position.y, 0) - new Vector3(0, startPos.y, 0)).magnitude;
 
                     if (swipeDistVertical > minSwipeDistY)
 
                     {
 
                         float swipeValue = Mathf.Sign(touch.position.y - startPos.y);
 
                         if (swipeValue > 0)
                         {
                             // up swipe
                         }
 
                         else if (swipeValue < 0)
                         {
                             // down swipe
                         }
 
                     }
 
                     float swipeDistHorizontal = (new Vector3(touch.position.x, 0, 0) - new Vector3(startPos.x, 0, 0)).magnitude;
 
                     if (swipeDistHorizontal > minSwipeDistX)
 
                     {
 
                         float swipeValue = Mathf.Sign(touch.position.x - startPos.x);
 
                         if (swipeValue > 0)
                         {
                             // right swipe
                         }
 
                         else if (swipeValue < 0)
                         {
                             //left swipe
                         }
 
                     }
                     break;
             }
         }
     }
 }

What I need to do is check for swiping after I check if touching an object, then move that object according to the swipe direction, it was not so simple as to putting the swipe detection code inside if (hit.transform.gameObject.CompareTag("Player")) { }

How can I combine these to scripts, so that I first check if an object was touched, then which direction the swipe was, or the other way around, checking if a user hit an object while swiping?

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avatar image nihalsaxena · Oct 09, 2017 at 12:57 AM 0
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same here i am also getting the same problem

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