Adding Mobile Controls

確認済のバージョン: 5

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難易度: 中級

This is part 14 of 14 of the 2D Roguelike tutorial in which we add mobile touch screen controls to our player script.

Adding Mobile Controls

中級 2D Roguelike tutorial

トランスクリプト

Player

Code snippet

using UnityEngine;
using System.Collections;
using UnityEngine.UI;   //Allows us to use UI.

    //Player inherits from MovingObject, our base class for objects that can move, Enemy also inherits from this.
    public class Player : MovingObject
    {
        public float restartLevelDelay = 1f;        //Delay time in seconds to restart level.
        public int pointsPerFood = 10;              //Number of points to add to player food points when picking up a food object.
        public int pointsPerSoda = 20;              //Number of points to add to player food points when picking up a soda object.
        public int wallDamage = 1;                  //How much damage a player does to a wall when chopping it.
        public Text foodText;                       //UI Text to display current player food total.
        public AudioClip moveSound1;                //1 of 2 Audio clips to play when player moves.
        public AudioClip moveSound2;                //2 of 2 Audio clips to play when player moves.
        public AudioClip eatSound1;                 //1 of 2 Audio clips to play when player collects a food object.
        public AudioClip eatSound2;                 //2 of 2 Audio clips to play when player collects a food object.
        public AudioClip drinkSound1;               //1 of 2 Audio clips to play when player collects a soda object.
        public AudioClip drinkSound2;               //2 of 2 Audio clips to play when player collects a soda object.
        public AudioClip gameOverSound;             //Audio clip to play when player dies.
        
        private Animator animator;                  //Used to store a reference to the Player's animator component.
        private int food;                           //Used to store player food points total during level.
        private Vector2 touchOrigin = -Vector2.one; //Used to store location of screen touch origin for mobile controls.
        
        
        //Start overrides the Start function of MovingObject
        protected override void Start ()
        {
            //Get a component reference to the Player's animator component
            animator = GetComponent<Animator>();
            
            //Get the current food point total stored in GameManager.instance between levels.
            food = GameManager.instance.playerFoodPoints;
            
            //Set the foodText to reflect the current player food total.
            foodText.text = "Food: " + food;
            
            //Call the Start function of the MovingObject base class.
            base.Start ();
        }
        
        
        //This function is called when the behaviour becomes disabled or inactive.
        private void OnDisable ()
        {
            //When Player object is disabled, store the current local food total in the GameManager so it can be re-loaded in next level.
            GameManager.instance.playerFoodPoints = food;
        }
        
        
        private void Update ()
        {
            //If it's not the player's turn, exit the function.
            if(!GameManager.instance.playersTurn) return;
            
            int horizontal = 0;     //Used to store the horizontal move direction.
            int vertical = 0;       //Used to store the vertical move direction.
            
            //Check if we are running either in the Unity editor or in a standalone build.
            #if UNITY_STANDALONE || UNITY_WEBPLAYER
            
            //Get input from the input manager, round it to an integer and store in horizontal to set x axis move direction
            horizontal = (int) (Input.GetAxisRaw ("Horizontal"));
            
            //Get input from the input manager, round it to an integer and store in vertical to set y axis move direction
            vertical = (int) (Input.GetAxisRaw ("Vertical"));
            
            //Check if moving horizontally, if so set vertical to zero.
            if(horizontal != 0)
            {
                vertical = 0;
            }
            //Check if we are running on iOS, Android, Windows Phone 8 or Unity iPhone
            #elif UNITY_IOS || UNITY_ANDROID || UNITY_WP8 || UNITY_IPHONE
            
            //Check if Input has registered more than zero touches
            if (Input.touchCount > 0)
            {
                //Store the first touch detected.
                Touch myTouch = Input.touches[0];
                
                //Check if the phase of that touch equals Began
                if (myTouch.phase == TouchPhase.Began)
                {
                    //If so, set touchOrigin to the position of that touch
                    touchOrigin = myTouch.position;
                }
                
                //If the touch phase is not Began, and instead is equal to Ended and the x of touchOrigin is greater or equal to zero:
                else if (myTouch.phase == TouchPhase.Ended && touchOrigin.x >= 0)
                {
                    //Set touchEnd to equal the position of this touch
                    Vector2 touchEnd = myTouch.position;
                    
                    //Calculate the difference between the beginning and end of the touch on the x axis.
                    float x = touchEnd.x - touchOrigin.x;
                    
                    //Calculate the difference between the beginning and end of the touch on the y axis.
                    float y = touchEnd.y - touchOrigin.y;
                    
                    //Set touchOrigin.x to -1 so that our else if statement will evaluate false and not repeat immediately.
                    touchOrigin.x = -1;
                    
                    //Check if the difference along the x axis is greater than the difference along the y axis.
                    if (Mathf.Abs(x) > Mathf.Abs(y))
                        //If x is greater than zero, set horizontal to 1, otherwise set it to -1
                        horizontal = x > 0 ? 1 : -1;
                    else
                        //If y is greater than zero, set horizontal to 1, otherwise set it to -1
                        vertical = y > 0 ? 1 : -1;
                }
            }
            
            #endif //End of mobile platform dependendent compilation section started above with #elif
            //Check if we have a non-zero value for horizontal or vertical
            if(horizontal != 0 || vertical != 0)
            {
                //Call AttemptMove passing in the generic parameter Wall, since that is what Player may interact with if they encounter one (by attacking it)
                //Pass in horizontal and vertical as parameters to specify the direction to move Player in.
                AttemptMove<Wall> (horizontal, vertical);
            }
        }
        
        //AttemptMove overrides the AttemptMove function in the base class MovingObject
        //AttemptMove takes a generic parameter T which for Player will be of the type Wall, it also takes integers for x and y direction to move in.
        protected override void AttemptMove <T> (int xDir, int yDir)
        {
            //Every time player moves, subtract from food points total.
            food--;
            
            //Update food text display to reflect current score.
            foodText.text = "Food: " + food;
            
            //Call the AttemptMove method of the base class, passing in the component T (in this case Wall) and x and y direction to move.
            base.AttemptMove <T> (xDir, yDir);
            
            //Hit allows us to reference the result of the Linecast done in Move.
            RaycastHit2D hit;
            
            //If Move returns true, meaning Player was able to move into an empty space.
            if (Move (xDir, yDir, out hit)) 
            {
                //Call RandomizeSfx of SoundManager to play the move sound, passing in two audio clips to choose from.
                SoundManager.instance.RandomizeSfx (moveSound1, moveSound2);
            }
            
            //Since the player has moved and lost food points, check if the game has ended.
            CheckIfGameOver ();
            
            //Set the playersTurn boolean of GameManager to false now that players turn is over.
            GameManager.instance.playersTurn = false;
        }
        
        
        //OnCantMove overrides the abstract function OnCantMove in MovingObject.
        //It takes a generic parameter T which in the case of Player is a Wall which the player can attack and destroy.
        protected override void OnCantMove <T> (T component)
        {
            //Set hitWall to equal the component passed in as a parameter.
            Wall hitWall = component as Wall;
            
            //Call the DamageWall function of the Wall we are hitting.
            hitWall.DamageWall (wallDamage);
            
            //Set the attack trigger of the player's animation controller in order to play the player's attack animation.
            animator.SetTrigger ("playerChop");
        }
        
        
        //OnTriggerEnter2D is sent when another object enters a trigger collider attached to this object (2D physics only).
        private void OnTriggerEnter2D (Collider2D other)
        {
            //Check if the tag of the trigger collided with is Exit.
            if(other.tag == "Exit")
            {
                //Invoke the Restart function to start the next level with a delay of restartLevelDelay (default 1 second).
                Invoke ("Restart", restartLevelDelay);
                
                //Disable the player object since level is over.
                enabled = false;
            }
            
            //Check if the tag of the trigger collided with is Food.
            else if(other.tag == "Food")
            {
                //Add pointsPerFood to the players current food total.
                food += pointsPerFood;
                
                //Update foodText to represent current total and notify player that they gained points
                foodText.text = "+" + pointsPerFood + " Food: " + food;
                
                //Call the RandomizeSfx function of SoundManager and pass in two eating sounds to choose between to play the eating sound effect.
                SoundManager.instance.RandomizeSfx (eatSound1, eatSound2);
                
                //Disable the food object the player collided with.
                other.gameObject.SetActive (false);
            }
            
            //Check if the tag of the trigger collided with is Soda.
            else if(other.tag == "Soda")
            {
                //Add pointsPerSoda to players food points total
                food += pointsPerSoda;
                
                //Update foodText to represent current total and notify player that they gained points
                foodText.text = "+" + pointsPerSoda + " Food: " + food;
                
                //Call the RandomizeSfx function of SoundManager and pass in two drinking sounds to choose between to play the drinking sound effect.
                SoundManager.instance.RandomizeSfx (drinkSound1, drinkSound2);
                
                //Disable the soda object the player collided with.
                other.gameObject.SetActive (false);
            }
        }
        
        
        //Restart reloads the scene when called.
        private void Restart ()
        {
            //Load the last scene loaded, in this case Main, the only scene in the game.
            Application.LoadLevel (Application.loadedLevel);
        }
        
        
        //LoseFood is called when an enemy attacks the player.
        //It takes a parameter loss which specifies how many points to lose.
        public void LoseFood (int loss)
        {
            //Set the trigger for the player animator to transition to the playerHit animation.
            animator.SetTrigger ("playerHit");
            
            //Subtract lost food points from the players total.
            food -= loss;
            
            //Update the food display with the new total.
            foodText.text = "-"+ loss + " Food: " + food;
            
            //Check to see if game has ended.
            CheckIfGameOver ();
        }
        
        
        //CheckIfGameOver checks if the player is out of food points and if so, ends the game.
        private void CheckIfGameOver ()
        {
            //Check if food point total is less than or equal to zero.
            if (food <= 0) 
            {
                //Call the PlaySingle function of SoundManager and pass it the gameOverSound as the audio clip to play.
                SoundManager.instance.PlaySingle (gameOverSound);
                
                //Stop the background music.
                SoundManager.instance.musicSource.Stop();
                
                //Call the GameOver function of GameManager.
                GameManager.instance.GameOver ();
            }
        }
    }

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