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Question by devil304 · Nov 07, 2014 at 07:12 AM · touchjoystickjava

Convert js joystick script to c# but not working

I tried convert exaple touch screen joystick script in java to c# ,but not working. Original in js:

 //////////////////////////////////////////////////////////////
 // Joystick.js
 // Penelope iPhone Tutorial
 //
 // Joystick creates a movable joystick (via GUITexture) that 
 // handles touch input, taps, and phases. Dead zones can control
 // where the joystick input gets picked up and can be normalized.
 //
 // Optionally, you can enable the touchPad property from the editor
 // to treat this Joystick as a TouchPad. A TouchPad allows the finger
 // to touch down at any point and it tracks the movement relatively 
 // without moving the graphic
 //////////////////////////////////////////////////////////////
 
 #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.SetActive(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 );
     }
 }

My c# version:

 using UnityEngine;
 using System.Collections;
 
 
 [RequireComponent(typeof(GUITexture))]
 public class js : MonoBehaviour {
 
     static Joystick[] joysticks;                    // A static collection of all joysticks
     static bool enumeratedJoysticks = false;
     static float tapTimeDelta = 0.3;                // Time allowed between taps
     
     public bool touchPad;                                     // Is this a TouchPad?
     public Rect touchZone;
     public Vector2 deadZone = Vector2.zero;                        // Control when position is output
     public bool normalize = false;                             // Normalize output after the dead-zone?
     public Vector2 position;                                     // [-1, 1] in x,y
     public int tapCount;                                            // Current tap count
     
     int lastFingerId = -1;                                // Finger last used for this joystick
     float tapTimeWindow;                            // How much time there is left for a tap to occur
     Vector2 fingerDownPos;
     float fingerDownTime;
     float firstDeltaTime = 0.5;
     
     GUITexture gui;                                // Joystick graphic
     Rect defaultRect;                                // Default position / extents of the joystick graphic        // Boundary for joystick graphic
     Vector2 guiTouchOffset;                        // Offset to apply to touch input
     Vector2 guiCenter;    
     Vector2 min = Vector2.zero;
     Vector2 max = Vector2.zero;
     // Use this for initialization
 
     void Start () {
         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
             min.x = defaultRect.x - guiTouchOffset.x;
             max.x = defaultRect.x + guiTouchOffset.x;
             min.y = defaultRect.y - guiTouchOffset.y;
             max.y = defaultRect.y + guiTouchOffset.y;
         }
     }
 
     void Disable()
     {
         gameObject.SetActive(false);
         enumeratedJoysticks = false;
     }
 
     void 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;    
     }
     
     void IsFingerDown()
     {
         return (lastFingerId != -1);
     }
     
     void LatchedFinger( int fingerId )
     {
         // If another joystick has latched this finger, then we must release it
         if ( lastFingerId == fingerId )
             ResetJoystick();
     }
     
     // Update is called once per frame
     void Update () {
         if ( !enumeratedJoysticks )
         {
             // Collect all joysticks in the game, so we can relay finger latching messages
             joysticks = FindObjectsOfType( Joystick ) as Joystick[];
             enumeratedJoysticks = true;
         }    
         
         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(int i = 0;i < count; i++)
             {
                 Touch touch = Input.GetTouch(i);            
                 Vector2 guiTouchPos = 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 (Joystick j 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, min.x, max.x );
                         gui.pixelInset.y =  Mathf.Clamp( guiTouchPos.y, min.y, 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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Answer by robertbu · Nov 07, 2014 at 01:56 PM

You took a shot at it, but there were a large number of syntax errors to be fixed. Here is a script that compiles. I did not compare it to the original, nor did test the result. I just took your script and walked through it fixing all the problems pointed out by the compiler. Notes:

  • It is 'foreach' in C#

  • You cannot directly assign to the intividual components of transform.position, guiTexture.pixelInset, and GUI.color. You must use a temporary variable as assign all components.

  • The script must be named 'Joystick', or you must change the type used for the 'joysticks' variable.

  • You can use the generic versions of GetComponent() and FindObjectsOfType()


    using UnityEngine; using System.Collections;

    [RequireComponent(typeof(GUITexture))] public class Joystick : MonoBehaviour {

       static Joystick[] joysticks;                    // A static collection of all joysticks
         static bool enumeratedJoysticks = false;
         static float tapTimeDelta = 0.3f;                // Time allowed between taps
         
         public bool touchPad;                                     // Is this a TouchPad?
         public Rect touchZone;
         public Vector2 deadZone = Vector2.zero;                        // Control when position is output
         public bool normalize = false;                             // Normalize output after the dead-zone?
         public Vector2 position;                                     // [-1, 1] in x,y
         public int tapCount;                                            // Current tap count
         
         int lastFingerId = -1;                                // Finger last used for this joystick
         float tapTimeWindow;                            // How much time there is left for a tap to occur
         Vector2 fingerDownPos;
         float fingerDownTime;
         float firstDeltaTime = 0.5f;
         
         GUITexture gui;                                // Joystick graphic
         Rect defaultRect;                                // Default position / extents of the joystick graphic        // Boundary for joystick graphic
         Vector2 guiTouchOffset;                        // Offset to apply to touch input
         Vector2 guiCenter;    
         Vector2 min = Vector2.zero;
         Vector2 max = Vector2.zero;
         // Use this for initialization
         
         void Start () {
             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 = new Vector3(0.0f, 0.0f, transform.position.z);
     
             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 * 0.5f;
                 guiTouchOffset.y = defaultRect.height * 0.5f;
                 
                 // 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
                 min.x = defaultRect.x - guiTouchOffset.x;
                 max.x = defaultRect.x + guiTouchOffset.x;
                 min.y = defaultRect.y - guiTouchOffset.y;
                 max.y = defaultRect.y + guiTouchOffset.y;
             }
         }
         
         void Disable()
         {
             gameObject.SetActive(false);
             enumeratedJoysticks = false;
         }
         
         void 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 )
             {
                 Color c = gui.color;
                 c.a = 0.025f;
                 gui.color = c;
             }
         }
         
         bool IsFingerDown()
         {
             return (lastFingerId != -1);
         }
         
         void LatchedFinger( int fingerId )
         {
             // If another joystick has latched this finger, then we must release it
             if ( lastFingerId == fingerId )
                 ResetJoystick();
         }
         
         // Update is called once per frame
         void Update () {
             if ( !enumeratedJoysticks )
             {
                 // Collect all joysticks in the game, so we can relay finger latching messages
                 joysticks = FindObjectsOfType<Joystick>();
                 enumeratedJoysticks = true;
             }    
             
             int 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(int i = 0;i < count; i++)
                 {
                     Touch touch = Input.GetTouch(i);            
                     Vector2 guiTouchPos = 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 )
                         {
                             Color c = gui.color;
                             c.a = 0.15f;
                             gui.color = c;
                             
                             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
                         foreach (Joystick j 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
                             Rect r = gui.pixelInset;
                             r.x =  Mathf.Clamp( guiTouchPos.x, min.x, max.x );
                             r.y =  Mathf.Clamp( guiTouchPos.y, min.y, max.y ); 
                             gui.pixelInset = r;
                         }
                         
                         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 devil304 · Nov 07, 2014 at 04:46 PM 0
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Thanks for help. :D

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