Swipe Power Limit in a ball
Hey guys, the method works the issue is that I can not have a control that I like launch, if I put enough power for a normal shot like me, to throw at full speed is insane. Up it goes well, but when pulling side can not calculate the shot. My question is how can I get a check you have the intuition to dunk, I do the calculation from the contact of the ball but depending on where you click Begin that has more or less power. Any ideas? The game is for Android. Thanks
public float sensitivity; // sensibilidad de tio
public float maxPotenciaX;//La maxima Potencia de tiro
public float maxPotenciaY;//La maxima Potencia de tiro
public Vector2 fuerza;
private Vector3 touchPos;
private Ray pulsacion;
private RaycastHit colision;
[HideInInspector]public bool DetectorBola;
[HideInInspector]public bool tirada; // si ha tirado
static public Pelota rt;
public float startTime;
void Start () {
tirada = false;
rt = this;
}
void Update () {
Tirada ();
}
void Tirada(){
if (!tirada) {
if (Input.GetMouseButtonDown (0)) {
// Recoge
pulsacion = Camera.main.ScreenPointToRay (Input.mousePosition);
if (Physics.Raycast (pulsacion, out colision) && colision.transform.tag == "Player") {
sensitivity = 0.1f;
startTime = Time.time;
touchPos = Input.mousePosition;
DetectorBola = true;
}
}else if (Input.GetMouseButtonUp(0) && DetectorBola) {
tirada = true; //stop detecting touches
Vector3 releasePos = Input.mousePosition;
fuerza.x = releasePos.x - touchPos.x;
fuerza.y = releasePos.y - touchPos.y;
fuerza.x /= (Time.time - startTime);
fuerza.y /= (Time.time - startTime);
if (fuerza.x > maxPotenciaX )
{
sensitivity = 0.04f;
if (fuerza.x > maxPotenciaX+4000 )
sensitivity = 0.02f;
}
if (fuerza.y > maxPotenciaY )
{
sensitivity = 0.05f;
if (fuerza.y > maxPotenciaY+2000 )
sensitivity = 0.04f;
}
GetComponent<Rigidbody>().AddForce(fuerza*sensitivity, ForceMode.Impulse);
}
}
the ball only go in X,Y is a 2,5D game, Gravity y=-25 and $$anonymous$$ass of RigidBody 12
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