• Advertisement
Sign in to follow this  

Unity how to apply dual joystick on player movement that contain multiple sprite movement script?

This topic is 430 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I got my player movement script, joystick movement script and also joystick movement script. The question is i got no idea how to change the keyboard movement script to the virtual joystick script.The main solution i face is my player character got 4 view which is left, right, front, back and 3 state which is idle, death, and walk? i want my joystick movement input same as the keyboard movement as below. I really try so hard, but still cant get any clue about that. can someone teach me that?

 

 

using UnityEngine;

using System.Collections;

public class TaoistMovement : MonoBehaviour
{
//Animator anim
bool left direction;
bool right direction;
bool front direction;
bool back direction;

// Use this for initialization
void Start()
{

}


void Update()
{
float MoveSpeed = 4.5f;

string charactersname = "taoistmoveobject";
string charactername = "taoist";

//change the string to my parameter
string charactersfrontwalk = "FrontWalk";
string charactersbackwalk = "BackWalk";
string charactersleftwalk = "LeftWalk";
string charactersrightwalk = "RightWalk";
string charactersfrontidle = "FrontIdle";
string charactersbackidle = "BackIdle";
string charactersrightidle = "RightIdle";
string charactersleftidle = "LeftIdle";

GameObject characters = GameObject.Find(charactersname);
GameObject theanim = GameObject.Find(charactername);



//something
character.transform.localPosition = new Vector3(character.transform.localPosition.x, character.transform.localPosition.+ 0.05f * MoveSpeed, character.transform.localPosition.z);
character.transform.localPosition = new Vector3(character.transform.localPosition.- 0.05f * MoveSpeed, character.transform.localPosition.y, character.transform.localPosition.z);


if (!Input.GetKey("up") && !Input.GetKey("down") && !Input.GetKey("left") && !Input.GetKey("right"))
{
if (FrontDirection == true)
{
theanim.GetComponent<Animator>().SetBool(charactersfrontwalk, false);
theanim.GetComponent<Animator>().SetBool(charactersbackwalk, false);
theanim.GetComponent<Animator>().SetBool(charactersleftwalk, false);
theanim.GetComponent<Animator>().SetBool(charactersrightwalk, false);
theanim.GetComponent<Animator>().SetBool(charactersfrontidle, true);
theanim.GetComponent<Animator>().SetBool(charactersbackidle, false);
theanim.GetComponent<Animator>().SetBool(charactersrightidle, false);
theanim.GetComponent<Animator>().SetBool(charactersleftidle, false);
}
if (BackDirection == true)
{
theanim.GetComponent<Animator>().SetBool(charactersfrontwalk, false);
theanim.GetComponent<Animator>().SetBool(charactersbackwalk, false);
theanim.GetComponent<Animator>().SetBool(charactersleftwalk, false);
theanim.GetComponent<Animator>().SetBool(charactersrightwalk, false);
theanim.GetComponent<Animator>().SetBool(charactersfrontidle, false);
theanim.GetComponent<Animator>().SetBool(charactersbackidle, true);
theanim.GetComponent<Animator>().SetBool(charactersrightidle, false);
theanim.GetComponent<Animator>().SetBool(charactersleftidle, false);
}
if (LeftDirection == true)
{
theanim.GetComponent<Animator>().SetBool(charactersfrontwalk, false);
theanim.GetComponent<Animator>().SetBool(charactersbackwalk, false);
theanim.GetComponent<Animator>().SetBool(charactersleftwalk, false);
theanim.GetComponent<Animator>().SetBool(charactersrightwalk, false);
theanim.GetComponent<Animator>().SetBool(charactersfrontidle, false);
theanim.GetComponent<Animator>().SetBool(charactersbackidle, false);
theanim.GetComponent<Animator>().SetBool(charactersrightidle, false);
theanim.GetComponent<Animator>().SetBool(charactersleftidle, true);
}
if (RightDirection == true)
{
theanim.GetComponent<Animator>().SetBool(charactersfrontwalk, false);
theanim.GetComponent<Animator>().SetBool(charactersbackwalk, false);
theanim.GetComponent<Animator>().SetBool(charactersleftwalk, false);
theanim.GetComponent<Animator>().SetBool(charactersrightwalk, false);
theanim.GetComponent<Animator>().SetBool(charactersfrontidle, false);
theanim.GetComponent<Animator>().SetBool(charactersbackidle, false);
theanim.GetComponent<Animator>().SetBool(charactersrightidle, true);
theanim.GetComponent<Animator>().SetBool(charactersleftidle, false);
}
}





if (Input.GetKey("up") || Input.GetKey("down") || Input.GetKey("left") || Input.GetKey("right"))
{
if (Input.GetKey("up") && !(Input.GetKey("down") || Input.GetKey("left") || Input.GetKey("right")))
{
theanim.GetComponent<Animator>().SetBool(charactersfrontwalk, false);
theanim.GetComponent<Animator>().SetBool(charactersbackwalk, true);
theanim.GetComponent<Animator>().SetBool(charactersleftwalk, false);
theanim.GetComponent<Animator>().SetBool(charactersrightwalk, false);
theanim.GetComponent<Animator>().SetBool(charactersfrontidle, false);
theanim.GetComponent<Animator>().SetBool(charactersbackidle, false);
theanim.GetComponent<Animator>().SetBool(charactersrightidle, false);
theanim.GetComponent<Animator>().SetBool(charactersleftidle, false);
LeftDirection = false;
RightDirection = false;
BackDirection = true;
FrontDirection = false;

characters.transform.localPosition = new Vector3(characters.transform.localPosition.x, characters.transform.localPosition.y, characters.transform.localPosition.+ 0.05f * MoveSpeed);
}
if (Input.GetKey("down") && !(Input.GetKey("up") || Input.GetKey("left") || Input.GetKey("right")))
{
theanim.GetComponent<Animator>().SetBool(charactersfrontwalk, true);
theanim.GetComponent<Animator>().SetBool(charactersbackwalk, false);
theanim.GetComponent<Animator>().SetBool(charactersleftwalk, false);
theanim.GetComponent<Animator>().SetBool(charactersrightwalk, false);
theanim.GetComponent<Animator>().SetBool(charactersfrontidle, false);
theanim.GetComponent<Animator>().SetBool(charactersbackidle, false);
theanim.GetComponent<Animator>().SetBool(charactersrightidle, false);
theanim.GetComponent<Animator>().SetBool(charactersleftidle, false);
LeftDirection = false;
RightDirection = false;
BackDirection = false;
FrontDirection = true;
characters.transform.localPosition = new Vector3(characters.transform.localPosition.x, characters.transform.localPosition.y, characters.transform.localPosition.- 0.05f * MoveSpeed);
}
if (Input.GetKey("left") && !(Input.GetKey("down") || Input.GetKey("up") || Input.GetKey("right")))
{
theanim.GetComponent<Animator>().SetBool(charactersfrontwalk, false);
theanim.GetComponent<Animator>().SetBool(charactersbackwalk, false);
theanim.GetComponent<Animator>().SetBool(charactersleftwalk, true);
theanim.GetComponent<Animator>().SetBool(charactersrightwalk, false);
theanim.GetComponent<Animator>().SetBool(charactersfrontidle, false);
theanim.GetComponent<Animator>().SetBool(charactersbackidle, false);
theanim.GetComponent<Animator>().SetBool(charactersrightidle, false);
theanim.GetComponent<Animator>().SetBool(charactersleftidle, false);
LeftDirection = true;
RightDirection = false;
BackDirection = false;
FrontDirection = false;
characters.transform.localPosition = new Vector3(characters.transform.localPosition.- 0.05f * MoveSpeed, characters.transform.localPosition.y, characters.transform.localPosition.z);
}
if (Input.GetKey("right") && !(Input.GetKey("down") || Input.GetKey("up") || Input.GetKey("left")))
{
theanim.GetComponent<Animator>().SetBool(charactersfrontwalk, false);
theanim.GetComponent<Animator>().SetBool(charactersbackwalk, false);
theanim.GetComponent<Animator>().SetBool(charactersleftwalk, false);
theanim.GetComponent<Animator>().SetBool(charactersrightwalk, true);
theanim.GetComponent<Animator>().SetBool(charactersfrontidle, false);
theanim.GetComponent<Animator>().SetBool(charactersbackidle, false);
theanim.GetComponent<Animator>().SetBool(charactersrightidle, false);
theanim.GetComponent<Animator>().SetBool(charactersleftidle, false);
LeftDirection = false;
RightDirection = true;
BackDirection = false;
FrontDirection = false;
characters.transform.localPosition = new Vector3(characters.transform.localPosition.+ 0.05f * MoveSpeed, characters.transform.localPosition.y, characters.transform.localPosition.z);
}


}

}

 

 

 

 

 

 

 

 

Share this post


Link to post
Share on other sites
Advertisement

Use the Input Manager (edit->Project Settings->Input) to set up Axes and Buttons with alternative positive/negative inputs, then call Input.GetAxis(string axisName) or Input.GetButton(string buttonName) instead of Input.GetKey()

Share this post


Link to post
Share on other sites

Instead of doing a whole lot of this:

if (Input.GetKey("right") && !(Input.GetKey("down") || Input.GetKey("up") || Input.GetKey("left")))

 

Calculate your axis and switch() on the result.

Edited by Khatharr

Share this post


Link to post
Share on other sites

i try using the enum to change the animation of the game, but i have some error which is "Find is not allowed to be called from a MonoBehaviour constructor (or instance field initializer), call it in Awake or Start instead. Called from MonoBehaviour 'Taoistmovement1'." and below is my script.

 

 

 

using UnityEngine;
using System.Collections;
 
public class Taoistmovement1 : MonoBehaviour
{   
 
    enum DirectionEnum
    {
        forward,
        back,
        left,
        right,
     //   leftidle,
    //    rightidle,
    //    backidle,
        frontidle
    }
 
    float MoveSpeed = 4.5f ;
 
    public string charactersname = "taoistmoveobject";
    public string charactername = "taoist";
 
    // change the string to your parameter     
 
    string charactersfrontwalk = "FrontWalk";
    string charactersbackwalk = "BackWalk";
    string charactersleftwalk = "LeftWalk";
    string charactersrightwalk = "RightWalk";
    string charactersfrontidle = "FrontIdle";
    string charactersbackidle = "BackIdle";
    string charactersrightidle = "RightIdle";
    string charactersleftidle = "LeftIdle";
 
    GameObject characters = GameObject.Find("taoistmoveobject");
    GameObject anim = GameObject.Find("taoist");
 
    Animator theAnimator;
    DirectionEnum currentDirection1;
    //   DirectionEnum currentDirection2;
    //  DirectionEnum currentDirection3;
    // DirectionEnum currentDirection4;
 
 
  
    void Awake()
    {
        theAnimator = anim.GetComponent<Animator>();
        currentDirection1 = DirectionEnum.frontidle;
      //   currentDirection2 = DirectionEnum.rightidle;
       //  currentDirection3 = DirectionEnum.backidle;
       //  currentDirection4 = DirectionEnum.frontidle;
    }
 
    void Update()
    { 
 
    characters.transform.localPosition = new Vector3(characters.transform.localPosition.x + 0.05f * MoveSpeed, characters.transform.localPosition.y, characters.transform.localPosition.z);
 
    }
 
    public void updateDirection(float h, float v)
    {
        if (h != 0)
        {
            if (h > 0)
            {
                changeDirection(DirectionEnum.left);
                
            }
            else
            {
                changeDirection(DirectionEnum.right);
               
            }
               
        }
        else if (v != 0)
        {
            if (h > 0)
            {
               
                changeDirection(DirectionEnum.forward);
            }
 
            else
            {
                
                changeDirection(DirectionEnum.back);
            }
                
        }
        else
        {   
                //changeDirection(DirectionEnum.rightidle);
               // changeDirection(DirectionEnum.backidle);
                changeDirection(DirectionEnum.frontidle);
            }
        }
    
 
    private void changeDirection(DirectionEnum dir)
    {
        if (dir == DirectionEnum.left)
            theAnimator.SetBool(charactersleftwalk, true);
        else if (dir == DirectionEnum.right)
            theAnimator.SetBool(charactersrightwalk, true);
        else if (dir == DirectionEnum.forward)
            theAnimator.SetBool(charactersfrontwalk, true);
        else if (dir == DirectionEnum.back)
            theAnimator.SetBool(charactersbackwalk, true);
        else if (dir == DirectionEnum.frontidle)
            theAnimator.SetBool(charactersfrontidle, true);
 
    }
 
  
}

Share this post


Link to post
Share on other sites
but i have some error which is "Find is not allowed to be called from a MonoBehaviour constructor (or instance field initializer), call it in Awake or Start instead.

...and have you tried moving the call(s) to Find to either the Awake or Start functions? 

Edited by Lactose

Share this post


Link to post
Share on other sites
Find is not allowed to be called from a MonoBehaviour constructor (or instance field initializer), call it in Awake or Start instead. Called from MonoBehaviour 'Taoistmovement1'."

Well, the error seems pretty clear. If you look for "Find", there are two calls:

GameObject characters = GameObject.Find("taoistmoveobject");
GameObject anim = GameObject.Find("taoist");

They are similar, and apparently, you cannot find things while creating the object. So instead, just declare the variables without assigning anything, or assign "null" or whatever it is called in Mono/C#. Then do the 'Find' in one of the suggestions that the error says you should use(check the documentation which one is called first, I never used Mono, so I cannot tell).

 

What happens then, is that the object is constructed, but "characters" and "anim" have no valid value yet. When the object is "started" or "woken" (check the documentation to see what that means), you assign the correct value, and it should all be running (for as far as these two variables are concerned).

 

It has nothing to do with your enum, as far as I can see.

 

 

As for future posts, please use the "code" property to paste code in a post. You do that by 1. Paste the code in the post. 2. Select all code  3. Click on the 'code' property, the "<>" symbol in the bottom row of the editor. It makes code so much more readable if you preserve indenting.  Thank you.

Edited by Alberth

Share this post


Link to post
Share on other sites

You do that by 1. Paste the code in the post. 2. Select all code  3. Click on the 'code' property, the "<>" symbol in the bottom row of the editor. It makes code so much more readable if you preserve indenting.  Thank you.

 

The more complex problem you solved and got right in the main post, but the simple issue of pasting code...

you got the order wrong, should be 

1. select and copy your code

2. click <>

3. paste your code

 

posting the above would have been unnecessary but i posted for sake of @[member='pch93']

 

Still I upvoted you as for your insightful main post

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
  • Advertisement
  • Popular Tags

  • Advertisement
  • Popular Now

  • Similar Content

    • By Florencia Sylvester Anelli
      Hi everyone! I've developed a game called The Last Dog (ZOMBIES + DOGS) and was wondering if you could give it a try in order for me to analyse your behaviour in analytics. Give it a shot! Please download it here: https://florsyl.wixsite.com/thelastdog2 and let me know if you detect any bugs. VIDEO.3gp
       

       
       
    • By Manuel Berger
      Hello fellow devs!
      Once again I started working on an 2D adventure game and right now I'm doing the character-movement/animation. I'm not a big math guy and I was happy about my solution, but soon I realized that it's flawed.
      My player has 5 walking-animations, mirrored for the left side: up, upright, right, downright, down. With the atan2 function I get the angle between player and destination. To get an index from 0 to 4, I divide PI by 5 and see how many times it goes into the player-destination angle.

      In Pseudo-Code:
      angle = atan2(destination.x - player.x, destination.y - player.y) //swapped y and x to get mirrored angle around the y axis
      index = (int) (angle / (PI / 5));
      PlayAnimation(index); //0 = up, 1 = up_right, 2 = right, 3 = down_right, 4 = down

      Besides the fact that when angle is equal to PI it produces an index of 5, this works like a charm. Or at least I thought so at first. When I tested it, I realized that the up and down animation is playing more often than the others, which is pretty logical, since they have double the angle.

      What I'm trying to achieve is something like this, but with equal angles, so that up and down has the same range as all other directions.

      I can't get my head around it. Any suggestions? Is the whole approach doomed?

      Thank you in advance for any input!
       
    • By devbyskc
      Hi Everyone,
      Like most here, I'm a newbie but have been dabbling with game development for a few years. I am currently working full-time overseas and learning the craft in my spare time. It's been a long but highly rewarding adventure. Much of my time has been spent working through tutorials. In all of them, as well as my own attempts at development, I used the audio files supplied by the tutorial author, or obtained from one of the numerous sites online. I am working solo, and will be for a while, so I don't want to get too wrapped up with any one skill set. Regarding audio, the files I've found and used are good for what I was doing at the time. However I would now like to try my hand at customizing the audio more. My game engine of choice is Unity and it has an audio mixer built in that I have experimented with following their tutorials. I have obtained a great book called Game Audio Development with Unity 5.x that I am working through. Half way through the book it introduces using FMOD to supplement the Unity Audio Mixer. Later in the book, the author introduces Reaper (a very popular DAW) as an external program to compose and mix music to be integrated with Unity. I did some research on DAWs and quickly became overwhelmed. Much of what I found was geared toward professional sound engineers and sound designers. I am in no way trying or even thinking about getting to that level. All I want to be able to do is take a music file, and tweak it some to get the sound I want for my game. I've played with Audacity as well, but it didn't seem to fit the bill. So that is why I am looking at a better quality DAW. Since being solo, I am also under a budget contraint. So of all the DAW software out there, I am considering Reaper or Presonus Studio One due to their pricing. My question is, is investing the time to learn about using a DAW to tweak a sound file worth it? Are there any solo developers currently using a DAW as part of their overall workflow? If so, which one? I've also come across Fabric which is a Unity plug-in that enhances the built-in audio mixer. Would that be a better alternative?
      I know this is long, and maybe I haven't communicated well in trying to be brief. But any advice from the gurus/vets would be greatly appreciated. I've leaned so much and had a lot of fun in the process. BTW, I am also a senior citizen (I cut my programming teeth back using punch cards and Structured Basic when it first came out). If anyone needs more clarification of what I am trying to accomplish please let me know.  Thanks in advance for any assistance/advice.
    • By Yosef BenSadon
      Hi , I was considering this start up http://adshir.com/, for investment and i would like a little bit of feedback on what the developers community think about the technology.
      So far what they have is a demo that runs in real time on a Tablet at over 60FPS, it runs locally on the  integrated GPU of the i7 . They have a 20 000 triangles  dinosaur that looks impressive,  better than anything i saw on a mobile device, with reflections and shadows looking very close to what they would look in the real world. They achieved this thanks to a  new algorithm of a rendering technique called Path tracing/Ray tracing, that  is very demanding and so far it is done mostly for static images.
      From what i checked around there is no real option for real time ray tracing (60 FPS on consumer devices). There was imagination technologies that were supposed to release a chip that supports real time ray tracing, but i did not found they had a product in the market or even if the technology is finished as their last demo  i found was with a PC.  The other one is OTOY with their brigade engine that is still not released and if i understand well is more a cloud solution than in hardware solution .
      Would there  be a sizable  interest in the developers community in having such a product as a plug-in for existing game engines?  How important  is Ray tracing to the  future of high end real time graphics?
    • By bryandalo
      Good day,

      I just wanted to share our casual game that is available for android.

      Description: Fight your way from the ravenous plant monster for survival through flips. The rules are simple, drag and release your phone screen. Improve your skills and show it to your friends with the games quirky ranks. Select an array of characters using the orb you acquire throughout the game.

      Download: https://play.google.com/store/apps/details?id=com.HellmodeGames.FlipEscape&hl=en
       
      Trailer: 
       
  • Advertisement