如何通过左右滑动来固定运动?

时间:2019-06-25 11:05:23

标签: c# unity3d game-development

我花了很多时间试图找到代码中的问题,但是我找不到为什么不触发我的代码的解决方案。 在我以前的游戏中,当我实现此代码时,它可以完美地工作;现在,当我在新游戏中实现相同的触摸运动代码时,它不起作用。

我尝试调试代码并将Debug.Log放入Update方法中,当我在屏幕上滑动时,它甚至都没有触发。

这是代码:

int left = 0;
int right = 0;
int maxLeftCycles = 5;
int maxRightCycles = 5;

void Start()
{
    //touch
    left = maxLeftCycles;
    right = maxRightCycles;
}

private void Update()
{
    timer += Time.deltaTime;

    if (Input.GetKeyUp(KeyCode.RightArrow) ||
        Swipe.swipe == Swipe.SwipeDirection.right)
    {
        Swipe.ResetSwipe();
        right = 0;
    }

    if (Input.GetKeyUp(KeyCode.LeftArrow) ||
        Swipe.swipe == Swipe.SwipeDirection.left)
    {
        Swipe.ResetSwipe();
        left = 0;
    }
}

void FixedUpdate()
{
    if (left < maxLeftCycles && !isMoving)
    {
        desiredPos = transform.position + Vector3.left * 1.52f;
        isMoving = true;

        left++;
    }

    if (right < maxRightCycles && !isMoving)
    {
        desiredPos = transform.position - Vector3.right * 1.52f;
        isMoving = true;

        right++;
    }

    if (isMoving)
    {
        transform.position = Vector3.MoveTowards(transform.position, desiredPos, moveSpeed * Time.deltaTime);

        // this == is true if the difference between both
        // vectors is smaller than 0.00001
        if (transform.position == desiredPos)
        {
            isMoving = false;

            transform.position = desiredPos;
        }
    }
} 

我将Debug.Log放在此代码中,然后在vector3.right和left中登录,但是它从未被触发。

if (Input.GetKeyUp(KeyCode.RightArrow) ||
    Swipe.swipe == Swipe.SwipeDirection.right)
{
    Debug.Log("This is traacked");

    Swipe.ResetSwipe();
    right = 0;
}

if (Input.GetKeyUp(KeyCode.LeftArrow) ||
    Swipe.swipe == Swipe.SwipeDirection.left)
{
    Debug.Log("This is traacked");

    Swipe.ResetSwipe();
    left = 0;
}

这是滑动脚本的代码

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Swipe : MonoBehaviour
{
    private float fingerStartTime = 0.0f;
    private Vector2 fingerStartPos = Vector2.zero;

    private bool isSwipe = false;
    private float minSwipeDist = 50.0f;
    private float maxSwipeTime = 0.5f;

    public enum SwipeDirection
    {
        none,
        up,
        down,
        right,
        left
    }

    public static SwipeDirection swipe;

    void Start()
    {
        swipe = SwipeDirection.none;
    }

    public static void ResetSwipe()
    {
        swipe = SwipeDirection.none;
    }

    // Update is called once per frame
    void Update()
    {
        if (Input.touchCount > 0)
        {
            foreach (Touch touch in Input.touches)
            {
                switch (touch.phase)
                {
                    case TouchPhase.Began:
                        /* this is a new touch */
                        isSwipe = true;
                        fingerStartTime = Time.time;
                        fingerStartPos = touch.position;
                        break;

                    case TouchPhase.Canceled:
                        /* The touch is being canceled */
                        isSwipe = false;
                        break;

                    case TouchPhase.Ended:

                        float gestureTime = Time.time - fingerStartTime;
                        float gestureDist = (touch.position - fingerStartPos).magnitude;

                        if (isSwipe && gestureTime < maxSwipeTime && gestureDist > minSwipeDist)
                        {
                            Vector2 direction = touch.position - fingerStartPos;
                            Vector2 swipeType = Vector2.zero;

                            if (Mathf.Abs(direction.x) > Mathf.Abs(direction.y))
                            {
                                // the swipe is horizontal:
                                swipeType = Vector2.right * Mathf.Sign(direction.x);
                            }
                            else
                            {
                                // the swipe is vertical:
                                swipeType = Vector2.up * Mathf.Sign(direction.y);
                            }

                            if (swipeType.x != 0.0f)
                            {
                                if (swipeType.x > 0.0f)
                                {
                                    // MOVE RIGHT
                                    swipe = SwipeDirection.right;
                                }
                                else
                                {
                                    // MOVE LEFT
                                    swipe = SwipeDirection.left;
                                }
                            }

                            if (swipeType.y != 0.0f)
                            {
                                if (swipeType.y > 0.0f)
                                {
                                    // MOVE UP
                                    swipe = SwipeDirection.up;
                                }
                                else
                                {
                                    // MOVE DOWN
                                    swipe = SwipeDirection.down;
                                }
                            }
                        }
                        break;
                }
            }
        }
    }
}

我调试的用于滑动输入的Update方法中的代码永远不会被调用或永远无法为我工作,我无法理解我做错了什么,因为相同的代码实际上可以在我之前的游戏中工作。

非常感谢您阅读我的问题,我希望会有人帮助我解决这个问题。

1 个答案:

答案 0 :(得分:0)

如果在另一个项目中按原样工作,我将确保您将脚本附加到游戏对象上。如果将它附加到游戏对象上,请确保未将其标记为非活动状态,并且不要在脚本中的其他位置将其变为非活动状态。

如果这两种情况都不是,我还尝试从对象中删除脚本,然后重新附加它;如果仍然不起作用,请尝试删除脚本附加到的对象(如果可能),然后重新创建它并重新附加脚本。