Hi guys i am making a 3D android game in unity. In this game we have to move our cube (basically rolling it). I have a script which sits on cube … according to the script the cube must move in X axis and Y axis but when i swipe tangentlly (between x axis and y axis) cube show irregular movement it gets tossed etc… how to fix that cube on X axis and y axis . I will show you the pic…
And this is my code for the cube…
public float rotationPeriod = 0.3f;
public float sideLength = 1f;
bool isRotate = false;
float directionX = 0;
float directionZ = 0;
Vector3 startPos;
float rotationTime = 0;
float radius;
Quaternion fromRotation;
Quaternion toRotation;
float x,y;
public float minSwipeDistY = 1;
public float minSwipeDistX = 1;
private Vector3 touchStartPos;
// Use this for initialization
void Start()
{
radius = sideLength * Mathf.Sqrt(2f) / 2f;
}
// Update is called once per frame
void Update()
{
#if UNITY_EDITOR || UNITY_STANDALONE
x = Input.GetAxisRaw("Horizontal");
if (x == 0)
{
y = Input.GetAxisRaw("Vertical");
}
#else
DetectSwipe();
#endif
if ((x != 0 || y != 0) && !isRotate)
{
directionX = y;
directionZ = x;
startPos = transform.position;
fromRotation = transform.rotation;
transform.Rotate(directionZ * 90, 0, directionX * 90, Space.World);
toRotation = transform.rotation;
transform.rotation = fromRotation;
rotationTime = 0;
isRotate = true;
}
}
void FixedUpdate()
{
if (isRotate)
{
rotationTime += Time.fixedDeltaTime;
float ratio = Mathf.Lerp(0, 1, rotationTime / rotationPeriod);
float thetaRad = Mathf.Lerp(0, Mathf.PI / 2f, ratio);
float distanceX = -directionX * radius * (Mathf.Cos(45f * Mathf.Deg2Rad) - Mathf.Cos(45f * Mathf.Deg2Rad + thetaRad));
float distanceY = radius * (Mathf.Sin(45f * Mathf.Deg2Rad + thetaRad) - Mathf.Sin(45f * Mathf.Deg2Rad));
float distanceZ = directionZ * radius * (Mathf.Cos(45f * Mathf.Deg2Rad) - Mathf.Cos(45f * Mathf.Deg2Rad + thetaRad));
transform.position = new Vector3(startPos.x + distanceX, startPos.y + distanceY, startPos.z + distanceZ);
transform.rotation = Quaternion.Lerp(fromRotation, toRotation, ratio);
if (ratio == 1)
{
isRotate = false;
directionX = 0;
directionZ = 0;
rotationTime = 0;
}
}
}
void DetectSwipe()
{
x = y = 0;
if (Input.touchCount > 0)
{
Touch touch = Input.touches[0];
switch (touch.phase)
{
case TouchPhase.Began:
touchStartPos = touch.position;
break;
case TouchPhase.Ended:
float swipeDistVertical = (new Vector3(0, touch.position.y, 0) - new Vector3(0, touchStartPos.y, 0)).magnitude;
if (swipeDistVertical > minSwipeDistY)
{
float swipeValue = Mathf.Sign(touch.position.y - touchStartPos.y);
y = swipeValue;
/*if (swipeValue > 0)//up swipe
Jump ();
else if (swipeValue < 0)//down swipe
Shrink ();*/
}
float swipeDistHorizontal = (new Vector3(touch.position.x,0, 0) - new Vector3(touchStartPos.x, 0, 0)).magnitude;
if (swipeDistHorizontal > minSwipeDistX)
{
float swipeValue = Mathf.Sign(touch.position.x - touchStartPos.x);
x = swipeValue;
/*if (swipeValue > 0)//right swipe
MoveRight ();
else if (swipeValue < 0)//left swipe
MoveLeft ();*/
}
break;
}
}
}