Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Lumalisan · Sep 03, 2020 at 07:31 AM · inputtouchcountgettouch

How to use Input.GetTouch().phase properly

Hi! I'm making a mobile game in which, when you touch any part of the screen it shoots towards that point. In the game I have a UI with a joystick and another button to place a mine when it is pressed.

The problem is that when the player touches the screen to place the mine, the mine is placed, but it also shoots (and that's what I don't want).

I've been using the Input.GetTouch().phase method until now but it doesn't work for me. Am I doing it wrong or is there another way to check when a player touches a button or another part of the screen?

Mine button calls PutMine()

     protected virtual void HandleMines()
     {
         if (consecutiveMines == 0)
         {
             nextMineTime = Time.time + cooldownMine;
             consecutiveMines++;
         }
         if ((Time.time > nextMineTime) && putMine)
         {
             Instantiate(mine, transform.position + Vector3.up * 0.2f, transform.rotation);
             consecutiveMines--;
         }
     }
 
     public void PutMine()
     {
         putMine = true;
     }


And the shoot code is as follows:

     protected virtual void HandleShooting()
     {
         if (consecutiveBullets > 0 && nextShootTime2 < Time.time)
         {
             consecutiveBullets = 5;
         }
         if (consecutiveBullets == 0)
         {
             nextShootTime = Time.time + COOLDOWN_SHOOT;
             consecutiveBullets = 5;
         }
         if (imMoving)
         {
             if (Input.touchCount >= 2)
             {
                 if (Input.GetTouch(1).phase == TouchPhase.Began && Time.time > nextShootTime && Time.time > nextShootTime3 && UiController.CanShoot() && !putMine)
                 {
                     nextShootTime3 = Time.time + 0.3f;
                     GameObject bulletObj = Instantiate(bullet, fireStart.position, mCanon.rotation);
                     bulletObj.SendMessage("ImPlayer");
                     bulletObj.GetComponent<Rigidbody>().velocity = bulletSpeed * mCanon.forward;
                     consecutiveBullets--;
                     nextShootTime2 = Time.time + COOLDOWN_SHOOT;
                 }
                 else
                 {
                     putMine = false;
                 }
             }
   
         }
         else
         {
             if(Input.touchCount >= 1)
             {
                 if (Input.GetTouch(0).phase == TouchPhase.Began && Time.time > nextShootTime && Time.time > nextShootTime3 && UiController.CanShoot() && !putMine)
                 {
                     nextShootTime3 = Time.time + 0.3f;
                     GameObject bulletObj = Instantiate(bullet, fireStart.position, mCanon.rotation);
                     bulletObj.SendMessage("ImPlayer");
                     bulletObj.GetComponent<Rigidbody>().velocity = bulletSpeed * mCanon.forward;
                     consecutiveBullets--;
                     nextShootTime2 = Time.time + COOLDOWN_SHOOT;
                 }
                 else
                 {
                     putMine = false;
                 }
             }
         }
     }

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

163 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Problem with Input.touchCount 0 Answers

Transitioning from different number of touches causes behavior overlap 0 Answers

Input.GetTouch(0) doesn't work 2 Answers

Infuriating bug: Android build occasionally dropping touch input. 0 Answers

Input.touches vs Input.GetTouch 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges