Hey there, I am kind of beginner. I just downloaded the sample assets 2D pack forom Store. I used the robo boy in this pack his pre-made scripts. But I stuck how to add virtual buttons to this script. Then I attached Mobile Input script in the sample assets pack to the Robo player but no thing happend. Thanks in Advance.
Here is the Platformer Character 2D Script:
using UnityEngine;
namespace UnitySampleAssets._2D
{
public class PlatformerCharacter2D : MonoBehaviour
{
private bool facingRight = true; // For determining which way the player is currently facing.
[SerializeField] private float maxSpeed = 10f; // The fastest the player can travel in the x axis.
[SerializeField] private float jumpForce = 400f; // Amount of force added when the player jumps.
[Range(0, 1)] [SerializeField] private float crouchSpeed = .36f;
// Amount of maxSpeed applied to crouching movement. 1 = 100%
[SerializeField] private bool airControl = false; // Whether or not a player can steer while jumping;
[SerializeField] private LayerMask whatIsGround; // A mask determining what is ground to the character
private Transform groundCheck; // A position marking where to check if the player is grounded.
private float groundedRadius = .2f; // Radius of the overlap circle to determine if grounded
private bool grounded = false; // Whether or not the player is grounded.
private Transform ceilingCheck; // A position marking where to check for ceilings
private float ceilingRadius = .01f; // Radius of the overlap circle to determine if the player can stand up
private Animator anim; // Reference to the player's animator component.
private void Awake()
{
// Setting up references.
groundCheck = transform.Find("GroundCheck");
ceilingCheck = transform.Find("CeilingCheck");
anim = GetComponent<Animator>();
}
private void FixedUpdate()
{
// The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
grounded = Physics2D.OverlapCircle(groundCheck.position, groundedRadius, whatIsGround);
anim.SetBool("Ground", grounded);
// Set the vertical animation
anim.SetFloat("vSpeed", rigidbody2D.velocity.y);
}
public void Move(float move, bool crouch, bool jump)
{
// If crouching, check to see if the character can stand up
if (!crouch && anim.GetBool("Crouch"))
{
// If the character has a ceiling preventing them from standing up, keep them crouching
if (Physics2D.OverlapCircle(ceilingCheck.position, ceilingRadius, whatIsGround))
crouch = true;
}
// Set whether or not the character is crouching in the animator
anim.SetBool("Crouch", crouch);
//only control the player if grounded or airControl is turned on
if (grounded || airControl)
{
// Reduce the speed if crouching by the crouchSpeed multiplier
move = (crouch ? move*crouchSpeed : move);
// The Speed animator parameter is set to the absolute value of the horizontal input.
anim.SetFloat("Speed", Mathf.Abs(move));
// Move the character
rigidbody2D.velocity = new Vector2(move*maxSpeed, rigidbody2D.velocity.y);
// If the input is moving the player right and the player is facing left...
if (move > 0 && !facingRight)
// ... flip the player.
Flip();
// Otherwise if the input is moving the player left and the player is facing right...
else if (move < 0 && facingRight)
// ... flip the player.
Flip();
}
// If the player should jump...
if (grounded && jump && anim.GetBool("Ground"))
{
// Add a vertical force to the player.
grounded = false;
anim.SetBool("Ground", false);
rigidbody2D.AddForce(new Vector2(0f, jumpForce));
}
}
private void Flip()
{
// Switch the way the player is labelled as facing.
facingRight = !facingRight;
// Multiply the player's x local scale by -1.
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
}
}
Here is the Platformer 2D Control Script:
using UnityEngine;
using UnitySampleAssets.CrossPlatformInput;
namespace UnitySampleAssets._2D
{
[RequireComponent(typeof (PlatformerCharacter2D))]
public class Platformer2DUserControl : MonoBehaviour
{
public Texture2D button1;
private PlatformerCharacter2D character;
public bool jump;
void Start() {
guiTexture.texture = button1;
}
private void Awake()
{
character = GetComponent<PlatformerCharacter2D>();
}
private void Update()
{
if(!jump){jump = CrossPlatformInputManager.GetButtonDown("Jump");
}
}
And the last one: Mobile Input Script:
using UnityEngine;
namespace UnitySampleAssets.CrossPlatformInput.PlatformSpecific
{
public class nwe : VirtualInput
{
private void AddButton(string name)
{
// we have not registered this button yet so add it, happens in the constructor
CrossPlatformInputManager.RegisterVirtualButton(new CrossPlatformInputManager.VirtualButton(name));
}
private void AddAxes(string name)
{
// we have not registered this button yet so add it, happens in the constructor
CrossPlatformInputManager.RegisterVirtualAxis(new CrossPlatformInputManager.VirtualAxis(name));
}
public override float GetAxis(string name, bool raw)
{
return virtualAxes.ContainsKey(name) ? virtualAxes[name].GetValue : 0;
}
public override void SetButtonDown(string name)
{
if (!virtualButtons.ContainsKey(name))
{
AddButton(name);
}
virtualButtons[name].Pressed();
}
public override void SetButtonUp(string name)
{
virtualButtons[name].Released();
}
public override void SetAxisPositive(string name)
{
if (!virtualAxes.ContainsKey(name))
{
AddAxes(name);
}
virtualAxes[name].Update(1f);
}
public override void SetAxisNegative(string name)
{
if (!virtualAxes.ContainsKey(name))
{
AddAxes(name);
}
virtualAxes[name].Update(-1f);
}
public override void SetAxisZero(string name)
{
if (!virtualAxes.ContainsKey(name))
{
AddAxes(name);
}
virtualAxes[name].Update(0f);
}
public override void SetAxis(string name, float value)
{
if (!virtualAxes.ContainsKey(name))
{
AddAxes(name);
}
virtualAxes[name].Update(value);
}
public override bool GetButtonDown(string name)
{
if (virtualButtons.ContainsKey(name))
{
return virtualButtons[name].GetButtonDown;
}
AddButton(name);
return virtualButtons[name].GetButtonDown;
}
public override bool GetButtonUp(string name)
{
if (virtualButtons.ContainsKey(name))
{
return virtualButtons[name].GetButtonUp;
}
AddButton(name);
return virtualButtons[name].GetButtonUp;
}
public override bool GetButton(string name)
{
if (virtualButtons.ContainsKey(name))
{
return virtualButtons[name].GetButton;
}
AddButton(name);
return virtualButtons[name].GetButton;
}
public override Vector3 MousePosition()
{
return virtualMousePosition;
}
}
}