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Question by Nikki_heley · Jun 26, 2018 at 01:39 PM · androidscripting problem

How to increase number of movement in one swipe input ?

Hi guys.. i am making a game in unity for android platform i have made a cube which rolls with a swipe input. When i swipe on the screen the cube roll one time but i want that when i swipe on screen the cube rolls as many times as possible in that particular time (time taken in one swipe) . Can anyone help me with that. Here is my script which sits on the cube :-

 public float rotationPeriod = 0.3f;
 
  public float sideLength = 1f;
 
  bool isRotate = false; 
 
 float directionX = 0; 
 
 float directionZ = 0; 
 
 Vector3 startPos; 
 
 float rotationTime = 0; 
 
 float radius; 
 
 Quaternion fromRotation; 
 
 Quaternion toRotation; 
 
 float x, y; 
 
 public float minSwipeDistY = 1;
 
  public float minSwipeDistX = 1;
 
  private Vector3 touchStartPos; 
 
 
 // Use this for initialization
 
  void Start() 
 { radius = sideLength * Mathf.Sqrt (2f) /2f;} 
 
  // Update is called once per frame
 
  void Update()
  {
  #if UNITY_EDITOR || UNITY_STANDALONE
 
  DetectMouseSwipe(); 
 
 #else DetectSwipe(); 
 
 #endif if ((x != 0 || y != 0) && !isRotate)
 
  { directionX = y;
  directionZ = x; 
 startPos = transform.position; fromRotation = transform.rotation; transform.Rotate(directionZ * 90, 0, directionX * 90, Space.World);
 
  toRotation = transform.rotation;
 
  transform.rotation = fromRotation;
 
  rotationTime = 0; isRotate = true; }
 
  } 
 
 void FixedUpdate()
  { if (isRotate) { rotationTime += Time.fixedDeltaTime;
 
  float ratio = Mathf.Lerp(0, 1, rotationTime / rotationPeriod); 
 
 float thetaRad = Mathf.Lerp(0, Mathf.PI / 2f, ratio);
 
  float distanceX = -directionX * radius * (Mathf.Cos(45f * Mathf.Deg2Rad) - Mathf.Cos(45f * Mathf.Deg2Rad + thetaRad));
 
  float distanceY = radius * (Mathf.Sin(45f * Mathf.Deg2Rad + thetaRad) - Mathf.Sin(45f * Mathf.Deg2Rad)); 
 
 float distanceZ = directionZ * radius * (Mathf.Cos(45f * Mathf.Deg2Rad) - Mathf.Cos(45f * Mathf.Deg2Rad + thetaRad)); 
 
 transform.position = new Vector3(startPos.x + distanceX, startPos.y + distanceY, startPos.z + distanceZ);
 
  transform.rotation = Quaternion.Lerp(fromRotation, toRotation, ratio); 
 
 if (ratio == 1) 
 { isRotate = false; 
 directionX = 0;
  directionZ = 0; 
 rotationTime = 0; } 
        } 
 
 }
  void DetectSwipe()
  { x = y = 0; 
 if (Input.touchCount > 0) { Touch touch = Input.touches[0]; 
 
 Vector3 touchPos = touch.position; 
 
 if (touch.phase == TouchPhase.Began) { touchStartPos = touchPos; } 
 
 else if (touch.phase == TouchPhase.Ended) { float angle = CalculateAngle(touchStartPos - touchPos, Vector2.right);
 
  int dir = Mathf.CeilToInt((angle - 45) / 90f); 
 
 if (dir == 4) dir = 0; 
 if (dir == 0) x = 1; 
 else if (dir == 2) x = -1; 
 if (dir == 3) y = -1; 
 else if (dir == 1) y = 1; } 
 }
 
 } 
 float CalculateAngle(Vector3 from, Vector3 to) { Vector3 euler = Quaternion.FromToRotation(Vector3.right, to - from).eulerAngles; 
 
 return euler.z != 0 ? euler.z : euler.y; }
 
  void DetectMouseSwipe()
  { x = y = 0; 
 
 if (Input.GetMouseButtonDown(0)) { touchStartPos = Input.mousePosition; } 
 
 else if (Input.GetMouseButtonUp(0)) { float angle = CalculateAngle(touchStartPos - Input.mousePosition, Vector2.right);
 
  int dir = Mathf.CeilToInt((angle - 45) / 90f); 
 if (dir == 4) dir = 0;
  if (dir == 0) x = 1; 
 else if (dir == 2) x = -1; 
 if (dir == 3) y = -1; 
 else if (dir == 1) y = 1; } 

}

@LeeroyLin

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Answer by Glurth · Jun 27, 2018 at 02:47 PM

I think the issue lies with

 if (touch.phase == TouchPhase.Ended)

Not quite sure because the code is in a very hard to read format, but it looks like if you change this conditional to

 if (touch.phase == TouchPhase.Ended || touch.phase == TouchPhase.Moved)

you'll get it to work during movement, and not just at the end.

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avatar image Nikki_heley · Jun 27, 2018 at 04:36 PM 0
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Thanks bro i appreciate your answer . But can explain this to me ..pls sry for that.. By the way i have edited the question..

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