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Question by santoshadari · Jan 23, 2013 at 07:07 AM · design

I need a help to restrict camera movement in game world in x-axis

Can anyone help me out from this problem i need to restrict my camera movement to -180 to 180 degrees in the game world and my code is #pragma strict

@script RequireComponent( GUITexture )

// A simple class for bounding how far the GUITexture will move class Boundary { var min : Vector2 = Vector2.zero; var max : Vector2 = Vector2.zero; }

static private var joysticks : Joystick[]; // A static collection of all joysticks static private var enumeratedJoysticks : boolean = false; static private var tapTimeDelta : float = 0.3; // Time allowed between taps

var touchPad : boolean; // Is this a TouchPad? var touchZone : Rect; var deadZone : Vector2 = Vector2.zero; // Control when position is output var normalize : boolean = false; // Normalize output after the dead-zone? var position : Vector2; // [-1, 1] in x,y var tapCount : int; // Current tap count

private var lastFingerId = -1; // Finger last used for this joystick private var tapTimeWindow : float; // How much time there is left for a tap to occur private var fingerDownPos : Vector2; private var fingerDownTime : float; private var firstDeltaTime : float = 0.5;

private var gui : GUITexture; // Joystick graphic private var defaultRect : Rect; // Default position / extents of the joystick graphic private var guiBoundary : Boundary = Boundary(); // Boundary for joystick graphic private var guiTouchOffset : Vector2; // Offset to apply to touch input private var guiCenter : Vector2; // Center of joystick

function Start() { // Cache this component at startup instead of looking up every frame
gui = GetComponent( GUITexture );

 // Store the default rect for the gui, so we can snap back to it
 defaultRect = gui.pixelInset;    
 
 defaultRect.x += transform.position.x * Screen.width;// + gui.pixelInset.x; // -  Screen.width * 0.5;
 defaultRect.y += transform.position.y * Screen.height;// - Screen.height * 0.5;
 
 transform.position.x = 0.0;
 transform.position.y = 0.0;
     
 if ( touchPad )
 {
     // If a texture has been assigned, then use the rect ferom the gui as our touchZone
     if ( gui.texture )
         touchZone = defaultRect;
 }
 else
 {                
     // This is an offset for touch input to match with the top left
     // corner of the GUI
     guiTouchOffset.x = defaultRect.width * 0.5;
     guiTouchOffset.y = defaultRect.height * 0.5;
     
     // Cache the center of the GUI, since it doesn't change
     guiCenter.x = defaultRect.x + guiTouchOffset.x;
     guiCenter.y = defaultRect.y + guiTouchOffset.y;
     
     // Let's build the GUI boundary, so we can clamp joystick movement
     guiBoundary.min.x = defaultRect.x - guiTouchOffset.x;
     guiBoundary.max.x = defaultRect.x + guiTouchOffset.x;
     guiBoundary.min.y = defaultRect.y - guiTouchOffset.y;
     guiBoundary.max.y = defaultRect.y + guiTouchOffset.y;
 }

}

function Disable() { gameObject.active = false; enumeratedJoysticks = false; }

function ResetJoystick() { // Release the finger control and set the joystick back to the default position gui.pixelInset = defaultRect; lastFingerId = -1; position = Vector2.zero; fingerDownPos = Vector2.zero;

 if ( touchPad )
     gui.color.a = 0.025;    

}

function IsFingerDown() : boolean { return (lastFingerId != -1); }

function LatchedFinger( fingerId : int ) { // If another joystick has latched this finger, then we must release it if ( lastFingerId == fingerId ) ResetJoystick(); }

function Update() {
if ( !enumeratedJoysticks ) { // Collect all joysticks in the game, so we can relay finger latching messages joysticks = FindObjectsOfType( Joystick ) as Joystick[]; enumeratedJoysticks = true; }

 var count = Input.touchCount;
 
 // Adjust the tap time window while it still available
 if ( tapTimeWindow > 0 )
     tapTimeWindow -= Time.deltaTime;
 else
     tapCount = 0;
 
 if ( count == 0 )
     ResetJoystick();
 else
 {
     for(var i : int = 0;i < count; i++)
     {
         var touch : Touch = Input.GetTouch(i);            
         var guiTouchPos : Vector2 = touch.position - guiTouchOffset;
 
         var shouldLatchFinger = false;
         if ( touchPad )
         {                
             if ( touchZone.Contains( touch.position ) )
                 shouldLatchFinger = true;
         }
         else if ( gui.HitTest( touch.position ) )
         {
             shouldLatchFinger = true;
         }        
 
         // Latch the finger if this is a new touch
         if ( shouldLatchFinger && ( lastFingerId == -1 || lastFingerId != touch.fingerId ) )
         {
             
             if ( touchPad )
             {
                 gui.color.a = 0.15;
                 
                 lastFingerId = touch.fingerId;
                 fingerDownPos = touch.position;
                 fingerDownTime = Time.time;
             }
             
             lastFingerId = touch.fingerId;
             
             // Accumulate taps if it is within the time window
             if ( tapTimeWindow > 0 )
                 tapCount++;
             else
             {
                 tapCount = 1;
                 tapTimeWindow = tapTimeDelta;
             }
                                         
             // Tell other joysticks we've latched this finger
             for ( var j : Joystick in joysticks )
             {
                 if ( j != this )
                     j.LatchedFinger( touch.fingerId );
             }                        
         }                
 
         if ( lastFingerId == touch.fingerId )
         {    
             // Override the tap count with what the iPhone SDK reports if it is greater
             // This is a workaround, since the iPhone SDK does not currently track taps
             // for multiple touches
             if ( touch.tapCount > tapCount )
                 tapCount = touch.tapCount;
             
             if ( touchPad )
             {    
                 // For a touchpad, let's just set the position directly based on distance from initial touchdown
                 position.x = Mathf.Clamp( ( touch.position.x - fingerDownPos.x ) / ( touchZone.width / 2 ), -1, 1 );
                 //position.y = Mathf.Clamp( ( touch.position.y - fingerDownPos.y ) / ( touchZone.height / 2 ), -1, 1 );
             }
             else
             {                    
                 // Change the location of the joystick graphic to match where the touch is
                 gui.pixelInset.x =  Mathf.Clamp( guiTouchPos.x, guiBoundary.min.x, guiBoundary.max.x );
                 //gui.pixelInset.y =  Mathf.Clamp( guiTouchPos.y, guiBoundary.min.y, guiBoundary.max.y );        
             }
             
             if ( touch.phase == TouchPhase.Ended || touch.phase == TouchPhase.Canceled )
                 ResetJoystick();                    
         }            
     }
 }
 
 if ( !touchPad )
 {
     // Get a value between -1 and 1 based on the joystick graphic location
     position.x = ( gui.pixelInset.x + guiTouchOffset.x - guiCenter.x ) / guiTouchOffset.x;
     position.y = ( gui.pixelInset.y + guiTouchOffset.y - guiCenter.y ) / guiTouchOffset.y;
 }
 
 // Adjust for dead zone    
 var absoluteX = Mathf.Abs( position.x );
 var absoluteY = Mathf.Abs( position.y );
 
 if ( absoluteX < deadZone.x )
 {
     // Report the joystick as being at the center if it is within the dead zone
     position.x = 0;
 }
 else if ( normalize )
 {
     // Rescale the output after taking the dead zone into account
     position.x = Mathf.Sign( position.x ) * ( absoluteX - deadZone.x ) / ( 1 - deadZone.x );
 }
     
 if ( absoluteY < deadZone.y )
 {
     // Report the joystick as being at the center if it is within the dead zone
     position.y = 0;
 }
 else if ( normalize )
 {
     // Rescale the output after taking the dead zone into account
     position.y = Mathf.Sign( position.y ) * ( absoluteY - deadZone.y ) / ( 1 - deadZone.y );
 }

}

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avatar image AlucardJay · Jan 23, 2013 at 07:07 AM 0
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for any help, please format your code. You can do this by highlighting all your code, then clicking the 10101 button at the top of the edit window.

Though, it may be easier just to delete the code, paste it in again from the source, then highlight all the code and press the 101010 button at the top of the edit window before posting. When you don't mark your code as code, the text gets html escaped and it gets really hard to reformat it.

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