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Question by THRE3KINGZSTUDIOS · May 11, 2020 at 08:24 AM · movementcodepagegamedesign

How do I implement swipe function to run?

Hello,

I need insight on a swipe function to run in either direction and a hold function that slows or increase the speed of the player. I have the most of the movement code done.

Here's the swipe code: using System.Collections; using System.Collections.Generic; using UnityEngine;

public class Swipe : MonoBehaviour { private bool tap, swipeLeft, swipeRight, swipeUp, swipeDown; private Vector2 startTouch, swipeDelta; private bool isDragging = false; private object swipeDeltaVector2; private object returnswipeDelta;

 private void Update()
 {
     tap = swipeLeft = swipeRight = swipeUp = swipeDown = false;

     #region Standalone Inputs
     if (Input.GetMouseButtonDown(0))
     {
         tap = true;
         isDragging = true;
         startTouch = Input.mousePosition;
     }
     else if(Input.GetMouseButtonUp(0))
     {
         isDragging = false;
         Reset();
     }
     #endregion

     #region Mobile Inputs
     if(Input.touches.Length > 0)
     {
         if (Input.touches[0].phase == TouchPhase.Began)
         {
             isDragging = true;
             tap = true;
             startTouch = Input.touches[0].position;
         }
         else if(Input.touches[0].phase == TouchPhase.Ended || Input.touches[0].phase == TouchPhase.Canceled)
         {
             isDragging = false;
             Reset();
         }
     }
     #endregion

     //Caculated distance
     swipeDelta = Vector2.zero;
     if (isDragging)
     {
         if (Input.touches.Length > 0)
             swipeDelta = Input.touches[0].position - startTouch;
         else if (Input.GetMouseButton(0))
             swipeDelta = (Vector2)Input.mousePosition - startTouch;
     }

     //deadzone
     if(swipeDelta.magnitude > 125)
     {
         //Directions
         float x = swipeDelta.x;
         float y = swipeDelta.y;
         if(Mathf.Abs(x) > Mathf.Abs(y))
         {
             //left or righ
             if (x < 0)
                 swipeLeft = true;
             else
                 swipeRight = true;
         }
         else
         {
             if (y < 0)
                 swipeDown = true;
             else
                 swipeUp = true;
         }
         Reset();
     }
 }



 private void Reset()
 {
     startTouch = swipeDelta = Vector2.zero;
     isDragging = false;
 }

 public bool Tap { get { return tap; } }
 public Vector2 SwipeDelta { get { return swipeDelta; } }
 public bool SwipeLeft { get { return swipeLeft; } }
 public bool SwipeRight { get { return swipeRight; } }
 public bool SwipeUp { get { return swipeUp; } }
 public bool SwipeDown { get { return swipeDown; } }

}

And here's the swipeTest: using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI;

public class SwipeTest : MonoBehaviour { public Swipe swipeControls; public Transform player; private Vector3 desiredPosition;

 private void Update()
 {
     if (swipeControls.SwipeLeft)
         desiredPosition += Vector3.left;
     if (swipeControls.SwipeRight)
         desiredPosition += Vector3.right;
     if (swipeControls.SwipeUp)
         desiredPosition += Vector3.forward;
     if (swipeControls.SwipeDown)
         desiredPosition += Vector3.back;

     player.transform.position = Vector3.MoveTowards(player.transform.position, desiredPosition, 3f * Time.deltaTime);

     if (swipeControls.Tap)
         Debug.Log("Tap!");

 }

}

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