using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerController : MonoBehaviour { public Rigidbody rb; //public float moveSpeed = 5f; public float jumpforce = 5f; private Vector3 direction; private float horizontal, vertical, isJumping; private bool isOnGround; //swipe movement private Vector2 startTouchPosition; private Vector2 endTouchPosition; private void Awake() { rb = GetComponent(); } void Update() { /*horizontal = Input.GetAxis("Horizontal"); vertical = Input.GetAxis("Vertical"); isJumping = Input.GetAxis("Jump");*/ //jumping /*if (isJumping > 0 && isOnGround) { rb.AddForce(new Vector3(horizontal, jumpforce, vertical)); isOnGround = false; }*/ /*direction = new Vector3(horizontal, 0,vertical); rb.AddForce(direction * moveSpeed * Time.deltaTime);*/ //new character controller with swipe lane changing if(Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began){ startTouchPosition = Input.GetTouch(0).position; } if(Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Ended){ endTouchPosition = Input.GetTouch(0).position; if(endTouchPosition.x < startTouchPosition.x){ //left goLeft(); }else if(endTouchPosition.x > startTouchPosition.x){ //right goRight(); } } } private void OnCollisionEnter(Collision collision) { if (collision.collider.CompareTag("Ground")) { isOnGround = true; } } private void goLeft(){ rb.transform.position = new Vector3(rb.transform.position.x + 5, rb.transform.position.y, rb.transform.position.z); } private void goRight(){ rb.transform.position = new Vector3(rb.transform.position.x - 5, rb.transform.position.y, rb.transform.position.z); } }