Added basic character controller via importing Starter Assets from Unity.
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.InputSystem;
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using UnityEngine.UIElements;
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public class TouchscreenInput : MonoBehaviour
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{
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[Header("Settings")]
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[Tooltip("Move joystick magnitude is in [-1;1] range, this multiply it before sending it to move event")]
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public float MoveMagnitudeMultiplier = 1.0f;
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[Tooltip("Look joystick magnitude is in [-1;1] range, this multiply it before sending it to move event")]
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public float LookMagnitudeMultiplier = 1.0f;
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public bool InvertLookY;
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[Header("Events")]
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public UnityEvent<Vector2> MoveEvent;
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public UnityEvent<Vector2> LookEvent;
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public UnityEvent<bool> JumpEvent;
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public UnityEvent<bool> SprintEvent;
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private UIDocument m_Document;
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private VirtualJoystick m_MoveJoystick;
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private VirtualJoystick m_LookJoystick;
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private void Awake()
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{
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m_Document = GetComponent<UIDocument>();
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var safeArea = Screen.safeArea;
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var root = m_Document.rootVisualElement;
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root.style.position = Position.Absolute;
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root.style.left = safeArea.xMin;
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root.style.right = Screen.width - safeArea.xMax;
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root.style.top = Screen.height - safeArea.yMax;
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root.style.bottom = safeArea.yMin;
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}
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private void Start()
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{
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var joystickMove = m_Document.rootVisualElement.Q<VisualElement>("JoystickMove");
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var joystickLook = m_Document.rootVisualElement.Q<VisualElement>("JoystickLook");
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m_MoveJoystick = new VirtualJoystick(joystickMove);
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m_MoveJoystick.JoystickEvent.AddListener(mov =>
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{
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MoveEvent.Invoke(mov * MoveMagnitudeMultiplier);
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});;
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m_LookJoystick = new VirtualJoystick(joystickLook);
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m_LookJoystick.JoystickEvent.AddListener(mov =>
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{
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if (InvertLookY)
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mov.y *= -1;
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LookEvent.Invoke(mov * LookMagnitudeMultiplier);
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});
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var jumpButton = m_Document.rootVisualElement.Q<VisualElement>("ButtonJump");
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jumpButton.RegisterCallback<PointerEnterEvent>(evt => { JumpEvent.Invoke(true); });
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jumpButton.RegisterCallback<PointerLeaveEvent>(evt => { JumpEvent.Invoke(false); });
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var sprintButton = m_Document.rootVisualElement.Q<VisualElement>("ButtonSprint");
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sprintButton.RegisterCallback<PointerEnterEvent>(evt => { SprintEvent.Invoke(true); });
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sprintButton.RegisterCallback<PointerLeaveEvent>(evt => { SprintEvent.Invoke(false); });
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}
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}
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public class VirtualJoystick
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{
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public VisualElement BaseElement;
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public VisualElement Thumbstick;
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public UnityEvent<Vector2> JoystickEvent = new();
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public VirtualJoystick(VisualElement root)
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{
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BaseElement = root;
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Thumbstick = root.Q<VisualElement>("JoystickHandle");
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BaseElement.RegisterCallback<PointerDownEvent>(HandlePress);
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BaseElement.RegisterCallback<PointerMoveEvent>(HandleDrag);
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BaseElement.RegisterCallback<PointerUpEvent>(HandleRelease);
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}
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void HandlePress(PointerDownEvent evt)
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{
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BaseElement.CapturePointer(evt.pointerId);
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}
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void HandleRelease(PointerUpEvent evt)
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{
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BaseElement.ReleasePointer(evt.pointerId);
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Thumbstick.style.left = Length.Percent(50);
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Thumbstick.style.top = Length.Percent(50);
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JoystickEvent.Invoke(Vector2.zero);
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}
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void HandleDrag(PointerMoveEvent evt)
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{
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if (!BaseElement.HasPointerCapture(evt.pointerId)) return;
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var width = BaseElement.contentRect.width;
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var center = new Vector3(width / 2, width / 2);
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var centerToPosition = evt.localPosition - center;
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if (centerToPosition.magnitude > width/2)
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{
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centerToPosition = centerToPosition.normalized * width / 2;
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}
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var newPos = center + centerToPosition;
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Thumbstick.style.left = newPos.x;
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Thumbstick.style.top = newPos.y;
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centerToPosition /= (width / 2);
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//we invert y as the y of UI goes down, but pushing the joystick up is expected to give a positive y value
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centerToPosition.y *= -1;
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JoystickEvent.Invoke(centerToPosition);
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}
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}
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/*
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||||
The PlayerInput component has an auto-switch control scheme action that allows automatic changing of connected devices.
|
||||
IE: Switching from Keyboard to Gamepad in-game.
|
||||
When built to a mobile phone; in most cases, there is no concept of switching connected devices as controls are typically driven through what is on the device's hardware (Screen, Tilt, etc)
|
||||
In Input System 1.0.2, if the PlayerInput component has Auto Switch enabled, it will search the mobile device for connected devices; which is very costly and results in bad performance.
|
||||
This is fixed in Input System 1.1.
|
||||
For the time-being; this script will disable a PlayerInput's auto switch control schemes; when project is built to mobile.
|
||||
*/
|
||||
|
||||
using System;
|
||||
using UnityEngine;
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
using UnityEngine.InputSystem;
|
||||
#endif
|
||||
|
||||
public class MobileDisableAutoSwitchControls : MonoBehaviour
|
||||
{
|
||||
|
||||
#if ENABLE_INPUT_SYSTEM && (UNITY_IOS || UNITY_ANDROID)
|
||||
|
||||
[Header("Target")]
|
||||
public PlayerInput playerInput;
|
||||
|
||||
void Start()
|
||||
{
|
||||
DisableAutoSwitchControls();
|
||||
}
|
||||
|
||||
void DisableAutoSwitchControls()
|
||||
{
|
||||
playerInput.neverAutoSwitchControlSchemes = true;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
Debug.Log(playerInput.currentControlScheme);
|
||||
}
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||||
#endif
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using StarterAssets;
|
||||
using UnityEngine;
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||||
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public class VirtualInput : MonoBehaviour
|
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{
|
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[Header("Output")]
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public StarterAssetsInputs StarterAssetsInputs;
|
||||
|
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public void VirtualMoveInput(Vector2 virtualMoveDirection)
|
||||
{
|
||||
StarterAssetsInputs.MoveInput(virtualMoveDirection);
|
||||
}
|
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|
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public void VirtualLookInput(Vector2 virtualLookDirection)
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{
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StarterAssetsInputs.LookInput(virtualLookDirection);
|
||||
}
|
||||
|
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public void VirtualJumpInput(bool virtualJumpState)
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{
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StarterAssetsInputs.JumpInput(virtualJumpState);
|
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}
|
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{
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StarterAssetsInputs.SprintInput(virtualSprintState);
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}
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Reference in New Issue
Block a user