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Works with or without Rigidbody/Rigidbody2D. +public class PlayerTouchController : MonoBehaviour +{ + public float moveSpeed = 5f; + public float stopDistance = 0.1f; + + // If true and a Rigidbody/Rigidbody2D is present, movement will use physics MovePosition. + public bool useRigidbody = true; + + Vector3 targetPosition; + bool hasTarget = false; + + Rigidbody rb3d; + Rigidbody2D rb2d; + + void Awake() + { + rb3d = GetComponent(); + rb2d = GetComponent(); + } + + void Start() + { + // Initialize target to current position so object doesn't snap + targetPosition = transform.position; + hasTarget = false; + } + + void Update() + { + HandleInput(); + if (hasTarget) + { + MoveTowardsTarget(); + } + } + + void HandleInput() + { + // Touch input (mobile) + if (Input.touchCount > 0) + { + Touch t = Input.GetTouch(0); + if (t.phase == TouchPhase.Began || t.phase == TouchPhase.Moved || t.phase == TouchPhase.Stationary) + { + SetTargetFromScreenPoint(t.position); + } + } + else + { + // Mouse input for editor/testing + if (Input.GetMouseButton(0)) + { + SetTargetFromScreenPoint(Input.mousePosition); + } + } + } + + void SetTargetFromScreenPoint(Vector3 screenPoint) + { + Camera cam = Camera.main; + if (cam == null) + { + Debug.LogWarning("PlayerTouchController: No Camera.main found."); + return; + } + + // Convert screen point to world point at the player's depth + Vector3 worldPoint = cam.ScreenToWorldPoint(new Vector3(screenPoint.x, screenPoint.y, cam.WorldToScreenPoint(transform.position).z)); + // For 2D top-down games using orthographic camera, z will be player's z already. + targetPosition = worldPoint; + hasTarget = true; + } + + void MoveTowardsTarget() + { + // Keep original y (or z for 2D) depending on scene setup. We assume the player moves on the plane defined by its current transform. + Vector3 current = transform.position; + + // Create a target that preserves the movement plane (so we don't change vertical axis unexpectedly) + Vector3 planarTarget = targetPosition; + + // If the camera is orthographic top-down (y is up), preserve y + // Heuristic: if camera forward is (0,-1,0) then y is up and we should preserve y + Camera cam = Camera.main; + if (cam != null && Vector3.Dot(cam.transform.forward, Vector3.down) > 0.5f) + { + planarTarget.y = current.y; + } + else + { + // Otherwise assume z is depth for 2D setups and preserve z + planarTarget.z = current.z; + } + + float step = moveSpeed * Time.deltaTime; + Vector3 next = Vector3.MoveTowards(current, planarTarget, step); + + // If using Rigidbody, move via physics when present + if (useRigidbody && rb2d != null) + { + rb2d.MovePosition(new Vector2(next.x, next.y)); + transform.position = new Vector3(next.x, next.y, transform.position.z); // ensure transform matches + } + else if (useRigidbody && rb3d != null) + { + rb3d.MovePosition(next); + } + else + { + transform.position = next; + } + + if (Vector3.Distance(transform.position, planarTarget) <= stopDistance) + { + hasTarget = false; + } + } +} +