Enable disable Rigidbody 2D when touch phase starts?
Hello im a doing a puzzle game 2d that uses the box collider 2d to match the pieces, i have many pieces of irregular shapes and i want them to fall off with gravity , touch them and drag them to their spot , for that purpose i added a rigid body and it works perfectly for the falll , but i need it to be kinematic so i can drag it. i think i can enable and disable on will power, but there is stiill a problem that the piece of the puzzle doesnt attach to its place , so it kepps failing here is my code
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class El_carmen : MonoBehaviour
{
[SerializeField]
private Transform El_carmenPlace;
private Vector2 initialPosition;
private float deltaX, deltaY;
public static bool locked;
//use this for initialiozation
void Start()
{
}
private void Update()
{
if (Input.touchCount > 0 && !locked)
{
Touch touch = Input.GetTouch(0);
Vector2 touchPos = Camera.main.ScreenToWorldPoint(touch.position);
switch (touch.phase)
{
case TouchPhase.Began:
if (GetComponent<Collider2D>() == Physics2D.OverlapPoint(touchPos))
{
deltaX = touchPos.x - transform.position.x;
deltaY = touchPos.y - transform.position.y;
}
break;
case TouchPhase.Moved:
if (GetComponent<Collider2D>() == Physics2D.OverlapPoint(touchPos))
transform.position = new Vector2(touchPos.x - deltaX, touchPos.y - deltaY);
break;
case TouchPhase.Ended:
initialPosition = transform.position;
if (Mathf.Abs(transform.position.x - El_carmenPlace.position.x) <= 0.5f &&
Mathf.Abs(transform.position.y - El_carmenPlace.position.y) <= 0.5f)
{
transform.position = new Vector2(El_carmenPlace.position.x, El_carmenPlace.position.y);
locked = true;
}
else
{
transform.position = new Vector2(initialPosition.x, initialPosition.y);
}
break;
}
}
}
}
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