Hello all.
Currently using the Unity 5 Joystick. I need to make the Joystick return point to be the end of an axis.
So instead of :
X
1=====0=====-1
It will be:
X
1=====0=====-1
I have tried adding variables to Joystick.cs like so:
public float DefaultRange = 1.0f;
Vector3 m_DefaultPos;
And editing functions like this:
void Start()
{
m_StartPos = transform.position;
m_DefaultPos = m_StartPos;
if (m_UseX)
{
m_DefaultPos.x += MovementRange*DefaultRange;
}
if (m_UseY)
{
m_DefaultPos.y += MovementRange*DefaultRange;
}
}
public void OnPointerUp(PointerEventData data)
{
transform.position = m_DefaultPos;
m_CurrentPos = m_DefaultPos;
UpdateVirtualAxes(m_DefaultPos);
}
The Joystick does return to a new default position but it snaps back to 0 when I tap down and start dragging. I feel like I should edit the OnDrag function, but it just confuses me. I need some help fixing this. I will attach a full copy of the modified Joystick.cs below.
using System;
using UnityEngine;
using UnityEngine.EventSystems;
namespace UnityStandardAssets.CrossPlatformInput
{
public class Joystick : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IDragHandler
{
public enum AxisOption
{
// Options for which axes to use
Both, // Use both
OnlyHorizontal, // Only horizontal
OnlyVertical // Only vertical
}
public int MovementRange = 100;
public float DefaultRange = 0.0f;
public AxisOption axesToUse = AxisOption.Both; // The options for the axes that the still will use
public string horizontalAxisName = "Horizontal"; // The name given to the horizontal axis for the cross platform input
public string verticalAxisName = "Vertical"; // The name given to the vertical axis for the cross platform input
Vector3 m_StartPos;
Vector3 m_CurrentPos;
Vector3 m_DefaultPos;
bool m_UseX; // Toggle for using the x axis
bool m_UseY; // Toggle for using the Y axis
CrossPlatformInputManager.VirtualAxis m_HorizontalVirtualAxis; // Reference to the joystick in the cross platform input
CrossPlatformInputManager.VirtualAxis m_VerticalVirtualAxis; // Reference to the joystick in the cross platform input
void OnEnable()
{
CreateVirtualAxes();
}
void Start()
{
m_StartPos = transform.position;
m_DefaultPos = m_StartPos;
if (m_UseX)
{
m_DefaultPos.x += MovementRange*DefaultRange;
}
if (m_UseY)
{
m_DefaultPos.y += MovementRange*DefaultRange;
}
}
void UpdateVirtualAxes(Vector3 value)
{
var delta = m_StartPos - value;
delta.y = -delta.y;
delta /= MovementRange;
if (m_UseX)
{
m_HorizontalVirtualAxis.Update(-delta.x);
}
if (m_UseY)
{
m_VerticalVirtualAxis.Update(delta.y);
}
}
void CreateVirtualAxes()
{
// set axes to use
m_UseX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal);
m_UseY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical);
// create new axes based on axes to use
if (m_UseX)
{
if (CrossPlatformInputManager.AxisExists(horizontalAxisName))
{
CrossPlatformInputManager.UnRegisterVirtualAxis(horizontalAxisName);
}
m_HorizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName);
CrossPlatformInputManager.RegisterVirtualAxis(m_HorizontalVirtualAxis);
}
if (m_UseY)
{
if (CrossPlatformInputManager.AxisExists(verticalAxisName))
{
CrossPlatformInputManager.UnRegisterVirtualAxis(verticalAxisName);
}
m_VerticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName);
CrossPlatformInputManager.RegisterVirtualAxis(m_VerticalVirtualAxis);
}
}
public void OnDrag(PointerEventData data)
{
Vector3 newPos = Vector3.zero;
if (m_UseX)
{
int delta = (int)(data.position.x - m_CurrentPos.x);
delta = Mathf.Clamp(delta, - MovementRange, MovementRange);
newPos.x = delta;
}
if (m_UseY)
{
int delta = (int)(data.position.y - m_CurrentPos.y);
delta = Mathf.Clamp(delta, -MovementRange, MovementRange);
newPos.y = delta;
}
transform.position = new Vector3(m_StartPos.x + newPos.x, m_StartPos.y + newPos.y, m_StartPos.z + newPos.z);
// transform.position = new Vector3(m_CurrentPos.x + newPos.x, m_CurrentPos.y + newPos.y, m_CurrentPos.z + newPos.z);
UpdateVirtualAxes(transform.position);
}
public void OnPointerUp(PointerEventData data)
{
transform.position = m_DefaultPos;
m_CurrentPos = m_DefaultPos;
UpdateVirtualAxes(m_DefaultPos);
}
public void OnPointerDown(PointerEventData data) {
m_CurrentPos = data.position;
}
void OnDisable()
{
// remove the joysticks from the cross platform input
if (m_UseX)
{
m_HorizontalVirtualAxis.Remove();
}
if (m_UseY)
{
m_VerticalVirtualAxis.Remove();
}
}
}
}
Any insight on this would be appreicated.