2D basic movement UNITY

ぐ巨炮叔叔 提交于 2019-12-02 13:14:19

For the Jump action, what you need is a Button. GameObject->UI->Button. Replace the Image with your own image and click "Set Native Size". Re-size the button to the size that's good for your game.

Attach the Button to the Jump Button slot script below.

public Button jumpButton;

void jumpButtonCallBack()
{
    //  rigidbody2D.AddForce (transform.up * force);
    GetComponent<Rigidbody2D>().AddForce(transform.up * force);
    jumpTime = jumpDelay;
    animator.SetTrigger("jump");
    jumped = true;
}


void OnEnable(){
    //Un-Register Button
    jumpButton.onClick.AddListener(() => jumpButtonCallBack());
}

void OnDisable(){
    //Un-register Button
    jumpButton.onClick.RemoveAllListeners();
}

For the Left and Right Movement buttons,you should not use Button component for them like the jump button. You have to implement Virtual JoyStick to make it look realistic. Unity have Assets called CrossPlatformInputManager that can do that. You have to import it and modify it a little bit in order to use it. Watch this to understand how to import it.

Now, you can replace your Input.GetAxis and Input.GetAxisRaw functions with CrossPlatformInputManager.GetAxis("Horizontal") and CrossPlatformInputManager.GetAxisRaw("Horizontal").

If you get it to work, then can use below to make your code comptible with both mobile and desktop.

#if UNITY_EDITOR || UNITY_STANDALONE || UNITY_WEBGL
//put your Input.GetAxis` and `Input.GetAxisRaw` code here
#elif UNITY_ANDROID || UNITY_IOS 
//Put your `CrossPlatformInputManager.GetAxis("Horizontal")` and `CrossPlatformInputManager.GetAxisRaw("Horizontal")`. here
#endif

I think you should use EventTrigger OnPointerDown and OnPointerUp events:

http://docs.unity3d.com/ScriptReference/EventSystems.EventTrigger.html

I hope it helps you

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