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Question by
OshakieGittens61 · Aug 02, 2016 at 12:05 PM ·
movementvector3touch controlsthird person controller
Run animation click/touch to move problem
Hey i have obtained a script that allows a gameObject/player towards a touch point, which works fine without animations. However, when I try to implement animations into it, it does not run towards the clicked position. Instead, my player just run in linear direction and continues running without stop. I'm currently using the default ethan script and animations by Unity So yh here's the script
using UnityEngine;
using System.Collections;
using UnityStandardAssets.CrossPlatformInput;
public class TouchMove : MonoBehaviour
{
static Animator _animator;
//flag to check if the user has tapped / clicked.
//Set to true on click. Reset to false on reaching destination
private bool flag = false;
//destination point
private Vector3 endPoint;
//alter this to change the speed of the movement of player / gameobject
public float duration = 50.0f;
//vertical position of the gameobject
private float yAxis;
void Start()
{
//save the y axis value of gameobject
yAxis = gameObject.transform.position.y;
_animator = gameObject.GetComponent<Animator>();
}
// Update is called once per frame
void Update()
{
//check if the screen is touched / clicked
if ((Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began) || (Input.GetMouseButtonDown(0)))
{
//declare a variable of RaycastHit struct
RaycastHit hit;
//Create a Ray on the tapped / clicked position
Ray ray;
//for unity editor
#if UNITY_EDITOR
ray = Camera.main.ScreenPointToRay(Input.mousePosition);
//for touch device
#elif (UNITY_ANDROID || UNITY_IPHONE || UNITY_WP8)
ray = Camera.main.ScreenPointToRay(Input.GetTouch(0).position);
#endif
//Check if the ray hits any collider
if (Physics.Raycast(ray, out hit))
{
//set a flag to indicate to move the gameobject
flag = true;
//save the click / tap position
endPoint = hit.point;
//as we do not want to change the y axis value based on touch position, reset it to original y axis value
endPoint.y = yAxis;
Debug.Log(endPoint);
}
}
//check if the flag for movement is true and the current gameobject position is not same as the clicked / tapped position
if (flag && !Mathf.Approximately(gameObject.transform.position.magnitude, endPoint.magnitude))
{ //&& !(V3Equal(transform.position, endPoint))){
//move the gameobject to the desired position
gameObject.transform.position = Vector3.MoveTowards(gameObject.transform.position, endPoint, 1 / (duration * (Vector3.Distance(gameObject.transform.position, endPoint))));
_animator.SetBool("isRun", true);
if (gameObject.transform.position == endPoint)
{
_animator.SetBool("isRun", false);
}
}
//set the movement indicator flag to false if the endPoint and current gameobject position are equal
else if (flag && Mathf.Approximately(gameObject.transform.position.magnitude, endPoint.magnitude))
{
flag = false;
Debug.Log("I am here");
}
}
}
capture2.png
(43.2 kB)
capture.png
(40.2 kB)
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