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Question by alan349 · Nov 20, 2014 at 01:25 AM · mousekeysimulationhorizontal

How to simulate Arrow Keys Input

I want to simulate Arrow Keys left clicking objects(one for left arrow and another for right arrow) to use Horizontal Input, allowing me to move my platform character

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avatar image alan349 · Nov 20, 2014 at 12:46 AM 0
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I'm using two scripts, one to get the input and another to move and etc. (Tried to unite them but failed...) Here they are:

First:

using UnityEngine;

[RequireComponent(typeof(PlatformerCharacter2D))] public class Platformer2DUserControl : $$anonymous$$onoBehaviour { private PlatformerCharacter2D character;

 void Awake()
 {
     character = GetComponent<PlatformerCharacter2D>();
 }

 void Update ()
 {

 }

 void FixedUpdate()
 {
     float h = Input.GetAxis("Horizontal");

     // Pass all parameters to the character control script.
     character.$$anonymous$$ove(h);
 }

}

avatar image alan349 · Nov 20, 2014 at 12:47 AM 0
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Second:

using UnityEngine;

public class PlatformerCharacter2D : $$anonymous$$onoBehaviour { bool facingRight = true; // For deter$$anonymous$$ing which way the player is currently facing.

 [SerializeField] float maxSpeed = 10f;                // The fastest the player can travel in the x axis.
 [SerializeField] Layer$$anonymous$$ask whatIsGround;            // A mask deter$$anonymous$$ing what is ground to the character
 
 Transform groundCheck;                                // A position marking where to check if the player is grounded.
 float groundedRadius = .2f;                            // Radius of the overlap circle to deter$$anonymous$$e if grounded
 bool grounded = false;                                // Whether or not the player is grounded.
 Animator anim;                                        // Reference to the player's animator component.
 AnimatorStateInfo currentState;


 void Awake()
 {
     // Setting up references.
     groundCheck = transform.Find("GroundCheck");
     anim = GetComponent<Animator>();

 }


 void FixedUpdate()
 {
     // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
     grounded = Physics2D.OverlapCircle(groundCheck.position, groundedRadius, whatIsGround);
     anim.SetBool("Ground", grounded);
 }


 public void $$anonymous$$ove(float move)
 {


     //only control the player if grounded or airControl is turned on
     if(grounded)
     {

         // The Speed animator parameter is set to the absolute value of the horizontal input.
         anim.SetFloat("Speed", $$anonymous$$athf.Abs(move));

         // $$anonymous$$ove the character
         if(anim.GetCurrentAnimatorStateInfo(0).nameHash == Animator.StringToHash("Base Layer.Idle")){
             maxSpeed = 10;
         }
         else if(anim.GetCurrentAnimatorStateInfo(0).nameHash == Animator.StringToHash("Base Layer.Walk")){
             maxSpeed = 10;
         }
         else {maxSpeed = 5;}

         rigidbody2D.velocity = new Vector2(move * maxSpeed, rigidbody2D.velocity.y);

         // If the input is moving the player right and the player is facing left...
         if(move > 0 && !facingRight)
             // ... flip the player.
             Flip();
         // Otherwise if the input is moving the player left and the player is facing right...
         else if(move < 0 && facingRight)
             // ... flip the player.
             Flip();

     }
 }

 
 void Flip ()
 {
     // Switch the way the player is labelled as facing.
     facingRight = !facingRight;
     
     // $$anonymous$$ultiply the player's x local scale by -1.
     Vector3 theScale = transform.localScale;
     theScale.x *= -1;
     transform.localScale = theScale;
 }

}

As you can see, the first script is getting the inputs from Horizontal, but I want to make it get them from two "buttons", so, for example, when i click the left button it will move the character to left...

avatar image Owen-Reynolds · Nov 20, 2014 at 04:45 PM 1
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Do you want a gradual accelerate/decelerate as you press/release? Because that's what using the Vert/Horiz axis does.

If you don't want that, you can just read directly from any keys you want. Should be able to find code-snippets doing that (`Input.get$$anonymous$$ey`.)

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