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unity_PM96A4-pjeC-4Q · Nov 30, 2017 at 05:15 PM ·
c#2d gamemobilecontrolscrossplatform
Making 2d joystick correct to controls (mobile)
So I have my controls that works pretty good for me on PC, but I need them on mobile too. So I added a joystick from regular unity assets. But, joystick movement is something else :) I need the ship to turn first and then accelerate to the side that the joystick deviated.
my controls:
using System;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using UnityStandardAssets.CrossPlatformInput;
public class PlayerMovement : MonoBehaviour
{
public float verticalInputAcceleration = 1;
public float horizontalInputAcceleration = 20;
public float maxSpeed = 10;
public float maxRotationSpeed = 100;
public float velocityDrag = 1;
public float rotationDrag = 1;
private Vector3 velocity;
private float zRotationVelocity;
private void Update()
{
// apply forward input
Vector3 acceleration = CrossPlatformInputManager.GetAxis("Vertical") * verticalInputAcceleration * transform.up;
velocity += acceleration * Time.deltaTime;
// apply turn input
float zTurnAcceleration = -1 * CrossPlatformInputManager.GetAxis("Horizontal") * horizontalInputAcceleration;
zRotationVelocity += zTurnAcceleration * Time.deltaTime;
}
private void FixedUpdate()
{
// apply velocity drag
velocity = velocity * (1 - Time.deltaTime * velocityDrag);
// clamp to maxSpeed
velocity = Vector3.ClampMagnitude(velocity, maxSpeed);
// apply rotation drag
zRotationVelocity = zRotationVelocity * (1 - Time.deltaTime * rotationDrag);
// clamp to maxRotationSpeed
zRotationVelocity = Mathf.Clamp(zRotationVelocity, -maxRotationSpeed, maxRotationSpeed);
// update transform
transform.position += velocity * Time.deltaTime;
transform.Rotate(0, 0, zRotationVelocity * Time.deltaTime);
}
}
Joystick scrips : \
using System;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
namespace UnityStandardAssets.CrossPlatformInput
{
public class Joystick : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IDragHandler
{
public enum AxisOption
{
// Options for which axes to use
Both, // Use both
OnlyHorizontal, // Only horizontal
OnlyVertical // Only vertical
}
public int MovementRange = 100;
public AxisOption axesToUse = AxisOption.Both; // The options for the axes that the still will use
public string horizontalAxisName = "Horizontal"; // The name given to the horizontal axis for the cross platform input
public string verticalAxisName = "Vertical"; // The name given to the vertical axis for the cross platform input
Vector3 m_StartPos;
bool m_UseX; // Toggle for using the x axis
bool m_UseY; // Toggle for using the Y axis
CrossPlatformInputManager.VirtualAxis m_HorizontalVirtualAxis; // Reference to the joystick in the cross platform input
CrossPlatformInputManager.VirtualAxis m_VerticalVirtualAxis; // Reference to the joystick in the cross platform input
void OnEnable()
{
CreateVirtualAxes();
}
void Start()
{
m_StartPos = transform.position;
}
void UpdateVirtualAxes(Vector3 value)
{
var delta = m_StartPos - value;
delta.y = -delta.y;
delta /= MovementRange;
if (m_UseX)
{
m_HorizontalVirtualAxis.Update(-delta.x);
}
if (m_UseY)
{
m_VerticalVirtualAxis.Update(delta.y);
}
}
void CreateVirtualAxes()
{
// set axes to use
m_UseX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal);
m_UseY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical);
// create new axes based on axes to use
if (m_UseX)
{
m_HorizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName);
CrossPlatformInputManager.RegisterVirtualAxis(m_HorizontalVirtualAxis);
}
if (m_UseY)
{
m_VerticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName);
CrossPlatformInputManager.RegisterVirtualAxis(m_VerticalVirtualAxis);
}
}
public void OnDrag(PointerEventData data)
{
Vector3 newPos = Vector3.zero;
if (m_UseX)
{
int delta = (int)(data.position.x - m_StartPos.x);
delta = Mathf.Clamp(delta, - MovementRange, MovementRange);
newPos.x = delta;
}
if (m_UseY)
{
int delta = (int)(data.position.y - m_StartPos.y);
delta = Mathf.Clamp(delta, -MovementRange, MovementRange);
newPos.y = delta;
}
transform.position = new Vector3(m_StartPos.x + newPos.x, m_StartPos.y + newPos.y, m_StartPos.z + newPos.z);
UpdateVirtualAxes(transform.position);
}
public void OnPointerUp(PointerEventData data)
{
transform.position = m_StartPos;
UpdateVirtualAxes(m_StartPos);
}
public void OnPointerDown(PointerEventData data) { }
void OnDisable()
{
// remove the joysticks from the cross platform input
if (m_UseX)
{
m_HorizontalVirtualAxis.Remove();
}
if (m_UseY)
{
m_VerticalVirtualAxis.Remove();
}
}
}
}
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