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Question by watswat5 · Sep 20, 2013 at 06:53 AM · c#javascripttouchmovement script

How do I get X and Y axis from standard mobile asset Joystick.js

I'm trying to make a top-down RPG game. I have a player object with a camera and touch joystick as child objects. I want to write a script that gets the X and Y offset of the joystick and uses them to determine the direction of movement. The joystick won't affect speed, just direction. My logic is as follows:

 if(Math.Abs(x) > Math.Abs(y) && x > 0){ //Right Movement
             transform.Translate(xaxisSpeed, 0, 0);
         }
         
         else if(Math.Abs (x) < Math.Abs (y) && y > 0){//Up movement
             transform.Translate (0, yaxisSpeed, 0 );
         }
         else if(Math.Abs (x) > Math.Abs (y) && x < 0){//Left Movement
             transform.Translate(-xaxisSpeed, 0, 0);
         }
         else if(Math.Abs (x) < Math.Abs (y) && y<0){//Down Movement
             transform.Translate(0, -yaxisSpeed, 0);
         }

The x and y variables are the x and y offsets from the origin, calculated by Joystick.js. xaxisSpeed and yaxsisSpeed are the movement speeds.

I need to know two things: How can I call a JavaScript method in C# and what do I actually need to call. I can't make heads or tales of Joystick.js to tell where x and y are, but they show in the inspector.

Joystick.js:

 #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 ShadoX · Sep 20, 2013 at 07:26 AM 0
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Perhaps http://forum.unity3d.com/threads/34061-Calling-a-C-function-from-javascript might help? I haven't touched this subject in months or even years, but the answers in that thread sound like they should work. Sorry for not posting something better, but I'm a bit baffled how often people come to "Answers" when they could easily get the answer via a quick search.

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