Created
August 11, 2016 23:36
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using UnityEngine; | |
using System.Collections; | |
public class PlayerMovements : MonoBehaviour{ | |
// Normal Movements Variables | |
public float walkSpeed = 5f; | |
private float currentSpeed; | |
private Rigidbody2D rb2d; | |
public float touchRadius = 10; | |
public float maxTouchRadius = 90; | |
private bool fingerPlaced; | |
private Vector3 placedPos; | |
private Vector3 pos; | |
private Vector3 dist; | |
private Vector2 newVel; | |
private bool shouldMove = false; | |
private bool movingHorizontal = true; | |
void Awake() { | |
Application.targetFrameRate = 25; | |
} | |
void Start() | |
{ | |
rb2d = GetComponent<Rigidbody2D> (); | |
} | |
void Update(){ | |
if (Input.GetMouseButtonDown(0) && !fingerPlaced) { | |
fingerPlaced = true; | |
placedPos = Input.mousePosition; | |
pos = placedPos; | |
} | |
if (fingerPlaced) { | |
newVel = Vector2.zero; | |
pos = Input.mousePosition; | |
dist = placedPos - pos; | |
dist.x = -Mathf.Clamp (dist.x, -maxTouchRadius, maxTouchRadius) / maxTouchRadius; | |
dist.y = -Mathf.Clamp (dist.y, -maxTouchRadius, maxTouchRadius) / maxTouchRadius; | |
if ((dist.x * maxTouchRadius >= touchRadius) || (dist.x * maxTouchRadius <= -touchRadius)) { | |
movingHorizontal = true; | |
if (dist.x > 0) { | |
newVel.x = dist.x * walkSpeed; | |
}else if(dist.x < 0) { | |
newVel.x = dist.x * walkSpeed; | |
} | |
} | |
if ((dist.y * maxTouchRadius >= touchRadius) || (dist.y * maxTouchRadius <= -touchRadius)) { | |
//move Y pos | |
movingHorizontal = false; | |
if (dist.y > 0) { | |
newVel.y = dist.y * walkSpeed; | |
}else if(dist.y < 0) { | |
newVel.y = dist.y * walkSpeed; | |
} | |
} | |
rb2d.velocity = newVel; | |
} | |
if (Input.GetMouseButtonUp(0)) { | |
//cleanup | |
fingerPlaced = false; | |
placedPos = new Vector3(); | |
rb2d.velocity = new Vector2 (); | |
} | |
if (fingerPlaced) { | |
if (movingHorizontal) { | |
rb2d.velocity = new Vector2(newVel.x, 0.0f); | |
} else { | |
rb2d.velocity = new Vector2(0.0f, newVel.y); | |
} | |
} | |
} | |
void FixedUpdate() | |
{ | |
} | |
} |
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