2D Mobile Controls

Discussion in 'Game Development (Technical)' started by Cubee01, Feb 13, 2017.

  1. Cubee01

    Cubee01
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    Hello,

    I have been working on a 2D Platformer and I am at the point where I want to add mobile controls for the phone. I am new to unity so I need some help.

    Here is what I have:
    The basic gameplay is waves of aliens come from above and you have to shoot them
    aming is right now controlled by the mouse. The gun follows the mouse
    basic movement is controlled with the arrow keys and space bar
    I also have the Unity standard assets in my project as well

    Here is what I want:

    I want to have 2 joysticks one that controls the movement of the player and one that controls the aming and shooting
    For shooting I want to be already shooting when you place your finger on the joystick
    If someone could please help me with it. Tell me what to add and stuff like that would be really appreciated!!

    Here are some of my scripts:

    PlayerController:

    using System;
    using UnityEngine;
    using UnityStandardAssets.CrossPlatformInput;

    namespace UnityStandardAssets._2D
    {
    [RequireComponent(typeof (PlatformerCharacter2D))]
    public class Platformer2DUserControl : MonoBehaviour
    {
    private PlatformerCharacter2D m_Character;
    private bool m_Jump;


    private void Awake()
    {
    m_Character = GetComponent<PlatformerCharacter2D>();
    }


    private void Update()
    {
    if (!m_Jump)
    {
    // Read the jump input in Update so button presses aren't missed.
    m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
    }
    }


    private void FixedUpdate()
    {
    // Read the inputs.
    bool crouch = Input.GetKey(KeyCode.LeftControl);
    float h = CrossPlatformInputManager.GetAxis("Horizontal");
    // Pass all parameters to the character control script.
    m_Character.Move(h, crouch, m_Jump);
    m_Jump = false;
    }
    }
    }

    Character 2D script

    using System;
    using UnityEngine;

    namespace UnityStandardAssets._2D
    {
    public class PlatformerCharacter2D : MonoBehaviour
    {
    [SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps.
    [Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100%
    [SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping;
    [SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character

    [SerializeField]
    string landingSoundName = "LandingFootsteps";

    private Transform m_GroundCheck; // A position marking where to check if the player is grounded.
    const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
    private bool m_Grounded; // Whether or not the player is grounded.
    private Transform m_CeilingCheck; // A position marking where to check for ceilings
    const float k_CeilingRadius = .01f; // Radius of the overlap circle to determine if the player can stand up
    private Animator m_Anim; // Reference to the player's animator component.
    private Rigidbody2D m_Rigidbody2D;
    private bool m_FacingRight = true; // For determining which way the player is currently facing.

    private Transform playerGraphics; // reference to the graphics so we can chnage direction

    AudioManger audioManger;

    private void Awake()
    {
    // Setting up references.
    m_GroundCheck = transform.Find("GroundCheck");
    m_CeilingCheck = transform.Find("CeilingCheck");
    m_Anim = GetComponent<Animator>();
    m_Rigidbody2D = GetComponent<Rigidbody2D>();
    playerGraphics = transform.FindChild("Graphics");
    if (playerGraphics == null)
    {
    Debug.LogError("Lets freak out! There is no 'Graphics' object as a child of the player");
    }

    }

    void Start ()
    {
    audioManger = AudioManger.instance;
    if(audioManger == null)
    {
    Debug.LogError("THIS IS WHY WE WRIGHT ERROR MESSAGES: No audioManger found.");
    }
    }

    private void FixedUpdate()
    {
    bool wasGrounded = m_Grounded;


    m_Grounded = false;

    // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
    // This can be done using layers instead but Sample Assets will not overwrite your project settings.
    Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
    for (int i = 0; i < colliders.Length; i++)
    {
    if (colliders.gameObject != gameObject)
    m_Grounded = true;
    }
    m_Anim.SetBool("Ground", m_Grounded);

    if (wasGrounded != m_Grounded && m_Grounded == true)
    {
    audioManger.PlaySound(landingSoundName);
    }

    // Set the vertical animation
    m_Anim.SetFloat("vSpeed", m_Rigidbody2D.velocity.y);
    }

    public void Move(float move, bool crouch, bool jump)
    {
    // If crouching, check to see if the character can stand up
    if (!crouch && m_Anim.GetBool("Crouch"))
    {
    // If the character has a ceiling preventing them from standing up, keep them crouching
    if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
    {
    crouch = true;
    }
    }

    // Set whether or not the character is crouching in the animator
    m_Anim.SetBool("Crouch", crouch);

    //only control the player if grounded or airControl is turned on
    if (m_Grounded || m_AirControl)
    {
    // Reduce the speed if crouching by the crouchSpeed multiplier
    move = (crouch ? move*m_CrouchSpeed : move);

    // The Speed animator parameter is set to the absolute value of the horizontal input.
    m_Anim.SetFloat("Speed", Mathf.Abs(move));

    // Move the character
    m_Rigidbody2D.velocity = new Vector2(move*PlayerStats.instance.movementSpeed, m_Rigidbody2D.velocity.y);

    // If the input is moving the player right and the player is facing left...
    if (move > 0 && !m_FacingRight)
    {
    // ... flip the player.
    Flip();
    }
    // Otherwise if the input is moving the player left and the player is facing right...
    else if (move < 0 && m_FacingRight)
    {
    // ... flip the player.
    Flip();
    }
    }
    // If the player should jump...
    if (m_Grounded && jump && m_Anim.GetBool("Ground"))
    {
    // Add a vertical force to the player.
    m_Grounded = false;
    m_Anim.SetBool("Ground", false);
    m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
    }
    }

    private void Flip()
    {
    // Switch the way the player is labelled as facing.
    m_FacingRight = !m_FacingRight;

    // Multiply the player's x local scale by -1.
    Vector3 theScale = playerGraphics.localScale;
    theScale.x *= -1;
    playerGraphics.localScale = theScale;
    }
    }
    }
     

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