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Question by stef · Jul 30, 2013 at 02:13 PM · joystickonmousedown

How to use OnMouseDown while using Penelope Joystick

Why doesn't OnMouseDown down work while using the Penelope Joystick on an iPad2? It works fine when the joystick isn't in use, but while the move or rotate joystick is being used, I can no longer click on a target that has an attached OnMouseDown script or click on an GUI.Button.

I've searched a bit, the closest thing I found was to add a raycast with a , which I added to the penelope joystick Update() under the touch loop. I don't think it's quite right either as my raycast is shooting off into space.

Here's my current Penelope Joystick Update () mod.

 function Update()
 {    
     if ( !enumeratedJoysticks )
     {
         // Collect all joysticks in the game, so we can relay finger latching messages
         joysticks = FindObjectsOfType( Joystick ) as Joystick[];
         enumeratedJoysticks = true;
     }    
         
     var count = Input.touchCount;
     
     // Adjust the tap time window while it still available
     if ( tapTimeWindow > 0 )
         tapTimeWindow -= Time.deltaTime;
     else
         tapCount = 0;
     
     if ( count == 0 )
         ResetJoystick();
     else
     {
         for(var i : int = 0;i < count; i++)
         {
             var touch : Touch = Input.GetTouch(i);            
             var guiTouchPos : Vector2 = touch.position - guiTouchOffset;
     
             var shouldLatchFinger = false;
             if ( touchPad )
             {                
                 if ( touchZone.Contains( touch.position ) )
                     shouldLatchFinger = true;
             }
             else if ( gui.HitTest( touch.position ) )
             {
                 shouldLatchFinger = true;
             }        
     
             // Latch the finger if this is a new touch
             if ( shouldLatchFinger && ( lastFingerId == -1 || lastFingerId != touch.fingerId ) )
             {
                 
                 if ( touchPad )
                 {
                     gui.color.a = 0.15;
                     
                     lastFingerId = touch.fingerId;
                     fingerDownPos = touch.position;
                     fingerDownTime = Time.time;
                 }
                 
                 lastFingerId = touch.fingerId;
                 
                 // Accumulate taps if it is within the time window
                 if ( tapTimeWindow > 0 )
                     tapCount++;
                 else
                 {
                     tapCount = 1;
                     tapTimeWindow = tapTimeDelta;
                 }
                                             
                 // Tell other joysticks we've latched this finger
                 for ( var j : Joystick in joysticks )
                 {
                     if ( j != this )
                         j.LatchedFinger( touch.fingerId );
                 }                        
              }            
     
             if ( lastFingerId == touch.fingerId )
             {    
                 // Override the tap count with what the iPhone SDK reports if it is greater
                 // This is a workaround, since the iPhone SDK does not currently track taps
                 // for multiple touches
                 if ( touch.tapCount > tapCount )
                     tapCount = touch.tapCount;
 Debug.Log ("tapCount= " + tapCount + "count= " + count);                
                 if ( touchPad )
                 {    
                     // For a touchpad, let's just set the position directly based on distance from initial touchdown
                     position.x = Mathf.Clamp( ( touch.position.x - fingerDownPos.x ) / ( touchZone.width / 2 ), -1, 1 );
                     position.y = Mathf.Clamp( ( touch.position.y - fingerDownPos.y ) / ( touchZone.height / 2 ), -1, 1 );
                 }
                 else
                 {                    
                     // Change the location of the joystick graphic to match where the touch is
                     gui.pixelInset.x =  Mathf.Clamp( guiTouchPos.x, guiBoundary.min.x, guiBoundary.max.x );
                     gui.pixelInset.y =  Mathf.Clamp( guiTouchPos.y, guiBoundary.min.y, guiBoundary.max.y );        
                 }
                 
                 if ( touch.phase == TouchPhase.Ended || touch.phase == TouchPhase.Canceled )
                     ResetJoystick();                    
               }
             
              if(touch.phase == TouchPhase.Began)
                 {
  Debug.Log ("touch.phase == touchPhase.Began");               
                 var point : Vector3 = Vector3(touch.position.x, touch.position.y, 0);
                 var ray : Ray = mainCam.ViewportPointToRay(Vector3(0.5,0.5,0));
                 var hit : RaycastHit;
                 if(Physics.Raycast(ray))
                     {
                     Debug.DrawLine (mainCam.transform.position, point, Color.cyan);
                     hit.collider.SendMessage("OnMouseDown", null, SendMessageOptions.DontRequireReceiver);
                        }
                 }  
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Answer by stef · Jul 30, 2013 at 06:45 PM

Ok, so to answer half of my own question....

After two days and many hours or research and trial and error, I was able to get this working by adding the following if statement to the bottom of the Penelope Joystick script "touch count for loop" (last if statment, everything else should be pure penelope).

 var screenX : float = Screen.width;  //turns into float for better scaling
 var screenY : float = Screen.height;
 .............
 ........

 

function Update() {
if ( !enumeratedJoysticks ) { // Collect all joysticks in the game, so we can relay finger latching messages joysticks = FindObjectsOfType( Joystick ) as Joystick[]; enumeratedJoysticks = true; }

     var count = Input.touchCount;
     
     // Adjust the tap time window while it still available
     if ( tapTimeWindow > 0 )
         tapTimeWindow -= Time.deltaTime;
     else
         tapCount = 0;
     
     if ( count == 0 )
         ResetJoystick();
     else
     {
         for(var i : int = 0;i < count; i++)
         {
             var touch : Touch = Input.GetTouch(i);            
             var guiTouchPos : Vector2 = touch.position - guiTouchOffset;
     
             var shouldLatchFinger = false;
             if ( touchPad )
             {                
                 if ( touchZone.Contains( touch.position ) )
                     shouldLatchFinger = true;
             }
             else if ( gui.HitTest( touch.position ) )
             {
                 shouldLatchFinger = true;
             }        
     
             // Latch the finger if this is a new touch
             if ( shouldLatchFinger && ( lastFingerId == -1 || lastFingerId != touch.fingerId ) )
             {
                 
                 if ( touchPad )
                 {
                     gui.color.a = 0.15;
                     
                     lastFingerId = touch.fingerId;
                     fingerDownPos = touch.position;
                     fingerDownTime = Time.time;
                 }
                 
                 lastFingerId = touch.fingerId;
                 
                 // Accumulate taps if it is within the time window
                 if ( tapTimeWindow > 0 )
                     tapCount++;
                 else
                 {
                     tapCount = 1;
                     tapTimeWindow = tapTimeDelta;
                 }
                                             
                 // Tell other joysticks we've latched this finger
                 for ( var j : Joystick in joysticks )
                 {
                     if ( j != this )
                         j.LatchedFinger( touch.fingerId );
                 }                        
              }            
     
             if ( lastFingerId == touch.fingerId )
             {    
                 // Override the tap count with what the iPhone SDK reports if it is greater
                 // This is a workaround, since the iPhone SDK does not currently track taps
                 // for multiple touches
                 if ( touch.tapCount > tapCount )
                     tapCount = touch.tapCount;
 //Debug.Log ("tapCount= " + tapCount + "count= " + count);                
                 if ( touchPad )
                 {    
                     // For a touchpad, let's just set the position directly based on distance from initial touchdown
                     position.x = Mathf.Clamp( ( touch.position.x - fingerDownPos.x ) / ( touchZone.width / 2 ), -1, 1 );
                     position.y = Mathf.Clamp( ( touch.position.y - fingerDownPos.y ) / ( touchZone.height / 2 ), -1, 1 );
                 }
                 else
                 {                    
                     // Change the location of the joystick graphic to match where the touch is
                     gui.pixelInset.x =  Mathf.Clamp( guiTouchPos.x, guiBoundary.min.x, guiBoundary.max.x );
                     gui.pixelInset.y =  Mathf.Clamp( guiTouchPos.y, guiBoundary.min.y, guiBoundary.max.y );        
                 }
                 
                 if ( touch.phase == TouchPhase.Ended || touch.phase == TouchPhase.Canceled )
                     ResetJoystick();                    
               }
 //20130730 added to have touch "OnMouseDown" & GUI.Buttons work during joystick usage            
              if(touch.phase == TouchPhase.Began) 
                 {
                 var ray : Ray = Camera.main.ViewportPointToRay ( Vector3(touch.position.x/screenX,touch.position.y/screenY,0)); //touchposition/screenX to normalize as requred by function
                 var hit : RaycastHit;
                 if(Physics.Raycast(ray,hit))
                     {
 //    Debug.Log ("touch.pos.x " + touch.position.x + " y " + touch.position.y );
 //    Debug.DrawLine (ray.origin, ray.GetPoint(100), Color.cyan,.5);
 //    Debug.Log ("origin " + ray.origin + "direction " + ray.direction);
                     hit.collider.SendMessage("OnMouseDown", null, SendMessageOptions.DontRequireReceiver);// send message "OnMouseDown" to enemy, which have mouse kill
                        }
                 }             
                                                                                                                             
         }
     }

The first half of my questing remains, why doesn't the "OnMouseDown" work on its own while the Penelope Joysticks are being used? Does it have to do with the Update() and/or touchCount?

Thanks.

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Answer by Ouss · Jan 25, 2014 at 10:54 PM

Hi, In order to make the button clickable while moving with the joystick you need to manage the multi touch with TouchCount in the Update(), better use touch in place of mousedown, here's a sample:

void Update(){

if(Input.touchCount > 0){

 for(int i = 0;i<Input.touchCount;i++){
             
     Touch touch = Input.GetTouch(i);
     if(touch.phase == TouchPhase.Began && buttonRect.Contains(new Vector2(touch.position.x,Screen.height - touch.position.y))){

//your code to execture

             }
             
         }
     }

}

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