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Touch doesn't work in the DrawLine project...
Hey guys, i took this DrawLine project from:
http://www.theappguruz.com/tutorial/draw-line-mouse-move-detect-line-collision-unity2d-unity3d/
It works perfectly, but when i build it to android devices, and do the "tap" i get nothing.. i don't know why, the script is has "Input.GetMouseButtonDown(0)" so the touch should work. Here is the script (C#).
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class DrawLine : MonoBehaviour
{
private LineRenderer line;
private bool isMousePressed;
private List<Vector3> pointsList;
private Vector3 mousePos;
// Structure for line points
struct myLine
{
public Vector3 StartPoint;
public Vector3 EndPoint;
};
// -----------------------------------
void Awake()
{
// Create line renderer component and set its property
line = gameObject.AddComponent<LineRenderer>();
line.material = new Material(Shader.Find("Particles/Additive"));
line.SetVertexCount(0);
line.SetWidth(0.1f,0.1f);
line.SetColors(Color.green, Color.green);
line.useWorldSpace = true;
isMousePressed = false;
pointsList = new List<Vector3>();
// renderer.material.SetTextureOffset(
}
// -----------------------------------
void Update ()
{
// If mouse button down, remove old line and set its color to green
if(Input.GetMouseButtonDown(0))
{
isMousePressed = true;
line.SetVertexCount(0);
pointsList.RemoveRange(0,pointsList.Count);
line.SetColors(Color.green, Color.green);
}
else if(Input.GetMouseButtonUp(0))
{
isMousePressed = false;
}
// Drawing line when mouse is moving(presses)
if(isMousePressed)
{
mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
mousePos.z=0;
if (!pointsList.Contains (mousePos))
{
pointsList.Add (mousePos);
line.SetVertexCount (pointsList.Count);
line.SetPosition (pointsList.Count - 1, (Vector3)pointsList [pointsList.Count - 1]);
if(isLineCollide())
{
isMousePressed = false;
line.SetColors(Color.red, Color.red);
}
}
}
}
// -----------------------------------
// Following method checks is currentLine(line drawn by last two points) collided with line
// -----------------------------------
private bool isLineCollide()
{
if (pointsList.Count < 2)
return false;
int TotalLines = pointsList.Count - 1;
myLine[] lines = new myLine[TotalLines];
if (TotalLines > 1)
{
for (int i=0; i<TotalLines; i++)
{
lines [i].StartPoint = (Vector3)pointsList [i];
lines [i].EndPoint = (Vector3)pointsList [i + 1];
}
}
for (int i=0; i<TotalLines-1; i++)
{
myLine currentLine;
currentLine.StartPoint = (Vector3)pointsList [pointsList.Count - 2];
currentLine.EndPoint = (Vector3)pointsList [pointsList.Count - 1];
if (isLinesIntersect (lines [i], currentLine))
return true;
}
return false;
}
// -----------------------------------
// Following method checks whether given two points are same or not
// -----------------------------------
private bool checkPoints (Vector3 pointA, Vector3 pointB)
{
return (pointA.x == pointB.x && pointA.y == pointB.y);
}
// -----------------------------------
// Following method checks whether given two line intersect or not
// -----------------------------------
private bool isLinesIntersect (myLine L1, myLine L2)
{
if (checkPoints (L1.StartPoint, L2.StartPoint) ||
checkPoints (L1.StartPoint, L2.EndPoint) ||
checkPoints (L1.EndPoint, L2.StartPoint) ||
checkPoints (L1.EndPoint, L2.EndPoint))
return false;
return((Mathf.Max (L1.StartPoint.x, L1.EndPoint.x) >= Mathf.Min (L2.StartPoint.x, L2.EndPoint.x)) &&
(Mathf.Max (L2.StartPoint.x, L2.EndPoint.x) >= Mathf.Min (L1.StartPoint.x, L1.EndPoint.x)) &&
(Mathf.Max (L1.StartPoint.y, L1.EndPoint.y) >= Mathf.Min (L2.StartPoint.y, L2.EndPoint.y)) &&
(Mathf.Max (L2.StartPoint.y, L2.EndPoint.y) >= Mathf.Min (L1.StartPoint.y, L1.EndPoint.y))
);
}
}
Somebody can help me to get the android build work?
Thanks for the help!
Answer by Cannes_xk · Jul 15, 2015 at 05:40 AM
hi, convert public the => private LineRenderer line; and erase this line => line = gameObject.AddComponent();
works for me!
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