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Question by Sky God · Jul 16, 2014 at 03:06 PM · iphoneiphonetouch

Pokemon clone touch movement.

Hello, I am making a Pokemon clone and I was having difficulties converting it onto the iPhone. I have my movement in a grid like setting using WASD for movement and space for the action button. I am fairly new to unity and I was wondering how to create a touch pad for the controls and action button.

If needed, here is my play movement script:

 function Update () {
 
 if(Input.GetKeyDown("space") && !disableMovement) {
 
 talkToNpc();
 
 boulderPush();
 
 potBreak();
 
 secret();
 
 }
 
 var Sprite = gameObject.GetComponent(AnimateSprite);
 
 if(increment <=1 && isMoving == true) {
 increment += speed/100;
 }
 else {
 isMoving = false;
 }
 
 if(isMoving) {
 transform.position = Vector3.Lerp(startPoint, endPoint, increment);
 }
 else {
 Sprite.totalCells = 1;
 }
 
 if(!isInCombat && !disableMovement) {
 if(Input.GetKey("w") && isMoving == false) {
 Sprite.rowNumber = 2;
 Sprite.totalCells = 1;
 directionFacing = "north";
 
 var disableMove : boolean;
 var hit : RaycastHit;
 if (Physics.Raycast (transform.position, Vector3.up, hit, 1.0)) {
 var distanceToGround = hit.distance;
 
 if(hit.collider.gameObject.tag == "Wall") {
 
 disableMove = true;
 }
 }
 
 if(!disableMove) {
 Sprite.rowNumber = 2;
 Sprite.totalCells = 8;
 increment = 0;
 isMoving = true;
 startPoint = transform.position;
 endPoint = new Vector3(transform.position.x,transform.position.y + 1,transform.position.z);
 }
 disableMove = false;
 }
 
 else if(Input.GetKey("s") && isMoving == false) {
 Sprite.rowNumber = 3;
 Sprite.totalCells = 1;
 directionFacing = "south";
 
 var disableMove2 : boolean;
 var hit2 : RaycastHit;
 if (Physics.Raycast (transform.position, -Vector3.up, hit2, 1.0)) {
 var distanceToGround2 = hit2.distance;
 
 if(hit2.collider.gameObject.tag == "Wall") {
 
 disableMove2 = true;
 }
 }
 
 if(!disableMove2) {
 Sprite.rowNumber = 3;
 Sprite.totalCells = 8;
 increment = 0;
 isMoving = true;
 startPoint = transform.position;
 endPoint = new Vector3(transform.position.x,transform.position.y - 1,transform.position.z);
 }
 disableMove2 = false;
 }
 else if(Input.GetKey("d") && isMoving == false) {
 Sprite.rowNumber = 1;
 Sprite.totalCells = 1;
 directionFacing = "east";
 
 var disableMove3 : boolean;
 var hit3 : RaycastHit;
 if (Physics.Raycast (transform.position, -Vector3.left, hit3, 1.0)) {
 var distanceToGround3 = hit3.distance;
 
 if(hit3.collider.gameObject.tag == "Wall") {
 
 disableMove3 = true;
 }
 }
 
 if(!disableMove3) {
 Sprite.rowNumber = 1;
 Sprite.totalCells = 8;
 increment = 0;
 isMoving = true;
 startPoint = transform.position;
 endPoint = new Vector3(transform.position.x + 1,transform.position.y,transform.position.z);
 }
 disableMove3 = false;
 }
 
 else if(Input.GetKey("a") && isMoving == false) {
 Sprite.rowNumber = 0;
 Sprite.totalCells = 1;
 directionFacing = "west";
 
 var disableMove4 : boolean;
 var hit4 : RaycastHit;
 if (Physics.Raycast (transform.position, Vector3.left, hit4, 1.0)) {
 var distanceToGround4 = hit4.distance;
 
 if(hit4.collider.gameObject.tag == "Wall") {
 
 disableMove4 = true;
 }
 }
 
 if(!disableMove4) {
 Sprite.rowNumber = 0;
 Sprite.totalCells = 8;
 increment = 0;
 isMoving = true;
 startPoint = transform.position;
 endPoint = new Vector3(transform.position.x - 1,transform.position.y,transform.position.z);
 }
 disableMove4 = false;
 }
 }
 }

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