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Question by Pixeltoro · Jun 21, 2015 at 10:56 AM · c#2dtouch

follow touch input whist falling

hey everyone just so you know I'm a beginner

Ive been driving myself mad trying to make a touch script. I'm aiming for something along the lines of making the player follow your touch input in the x axis whilst falling.

I've managed to get it working apart from i need to make the flip sprite a little less sensitive and i need to only allow one touch because if i touch the screen by accident it messes up the movement.

i have watched a lot of tutorials and tried my best to build my own script to fit my needs but still need help.

also is there a more efficient way or is they way i have done this ok?

 public class TouchPad : MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerUpHandler {
     
     public float minX = -2.5f;
     public static float moveToX;
     
     private bool touched;
     private int pointerID;
     
     void Awake () 
     {
         moveToX = 0;
         touched = false;
     }
     
     public void OnPointerDown (PointerEventData data) 
     {
         if (!touched)
         {
             touched = true;
             pointerID = data.pointerId;
         }
     }
     
     public void OnDrag (PointerEventData data) 
     {
         if (data.pointerId == pointerID) 
         {
             moveToX = minX + (minX * -2) * data.position.x / Screen.width;
             
 //            moveToX = x;
         }
     }
     
     public void OnPointerUp (PointerEventData data) 
     {
         if (data.pointerId == pointerID) 
         {
             touched = false;
         }
     }
 }

and

public class PlayerControl : MonoBehaviour { public static float speed = 4f; bool facingRight = true;

 void FixedUpdate ()
 {
     GameControl.dist = (int) Mathf.Abs(transform.position.y);

     float x = transform.position.x;
     float y = transform.position.y;

     Vector2 currentPos = new Vector2(x, y);
     Vector2 targetPos = new Vector2 (TouchPad.moveToX, y);

     transform.position = Vector2.MoveTowards(currentPos, targetPos, speed * Time.deltaTime);

     if(TouchPad.moveToX > (currentPos.x + 0.01) && !facingRight)
         Flip ();
     else if (TouchPad.moveToX < (currentPos.x - 0.01) && facingRight)
         Flip ();
 }

 void Flip()
 {
     facingRight = !facingRight;
     Vector3 theScale = transform.localScale;
     theScale.x *= -1;
     transform.localScale = theScale;
 }
 
 public void SpeedRange (float newSpeed)
 {
     speed = newSpeed;
 }

}

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