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Question by Mrquinn · Apr 25, 2016 at 12:47 PM · 2d gamecontrolstouchscreenbutton trigger eventsinput.touch

TouchScreen Controls?

Hi, i'm pretty new to unity and I have made a player script for my 2D character and would like to know how i can have touch input controls in my IOS game.

I have UI buttons that I want to perform these actions when touched: walk left, walk right, ninjaStar, sword attack, and jump.

I have only configured these actions to specific keys for a PC. How can I add touch input into my Player Script?

 using UnityEngine;
 using System.Collections;
 
 public class PlayerControl : MonoBehaviour {
 
     public float maxSpeed = 10f;
     bool facingRight = true;
 
     Animator anim;
 
     bool grounded = false;
     public Transform groundCheck;
     float groundRadius = 0.2f;
     public LayerMask whatIsGround;
     public float jumpForce = 700f;
     bool doubleJump = false;
 
     public Transform firePoint;
     public GameObject ninjaStar;
     public float shotDelay;
     private float shotDelayCounter;
     public float knockback;
     public float knockbackCount;
     public float knockbackLength;
     public bool knockFromRight;
 
 
     // Use this for initialization
     void Start () {
         anim = GetComponent<Animator>(); 
 
     }
     // Update is called once per frame
     void FixedUpdate () {
         
         grounded = Physics2D.OverlapCircle (groundCheck.position, groundRadius, whatIsGround);
         anim.SetBool ("Ground", grounded);
 
         if (grounded)
             doubleJump = false;
 
         anim.SetFloat ("vSpeed", GetComponent<Rigidbody2D> ().velocity.y);
 
         float move = Input.GetAxis ("Horizontal");
         Move(Input.GetAxis("Horizontal"));
 
         anim.SetFloat ("Speed", Mathf.Abs (move));
 
         if (knockbackCount <= 0) 
         {
 
             GetComponent<Rigidbody2D> ().velocity = new Vector2 (move * maxSpeed, GetComponent<Rigidbody2D> ().velocity.y);
         }    else {
             if(knockFromRight)
                 GetComponent<Rigidbody2D> ().velocity = new Vector2 (-knockback, knockback);
                 if(!knockFromRight)
                     GetComponent<Rigidbody2D> ().velocity = new Vector2 (knockback, knockback);
                 knockbackCount -= Time.deltaTime;
 
         }
 
         if (move > 0 && !facingRight)
             Flip ();
         else if (move < 0 && facingRight)
             Flip ();
         if (Input.GetKeyDown (KeyCode.Return)) {
             Instantiate (ninjaStar, firePoint.position, firePoint.rotation);
             shotDelayCounter = shotDelay;
         }
 
         if (Input.GetKey (KeyCode.Return)) {
             shotDelayCounter -= Time.deltaTime;
 
             if (shotDelayCounter <= 0) 
             {
                 shotDelayCounter = shotDelay;
                 Instantiate (ninjaStar, firePoint.position, firePoint.rotation);
             }
         }
 
         if (anim.GetBool("sword"))
             anim.SetBool("sword", false);
         
         if(Input.GetKey(KeyCode.H))
         {
             anim.SetBool("sword", true);
         }
 
 
     }
 
     public void Move(float moveInput)
     {
         float move = moveInput;
     }
 
     void Update()
     {
         
     
 
         if ((grounded || !doubleJump) && Input.GetKeyDown (KeyCode.Space)) {
             
             anim.SetBool ("Ground", false);
             GetComponent<Rigidbody2D> ().AddForce (new Vector2 (0, jumpForce));
 
             if (!doubleJump && !grounded)
                 doubleJump = true;
             
 
             }
         }
 
     void Flip()
     {
         facingRight = !facingRight;
         Vector3 theScale = transform.localScale;
         theScale.x *= -1;
         transform.localScale = theScale;
 
     }
 
 }
 

Thanks, Tom

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