Push out Folder Structure and touch control player controller
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123
Assets/Scripts/PlayerTouchController.cs
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123
Assets/Scripts/PlayerTouchController.cs
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using UnityEngine;
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// Basic touch/mouse movement controller suitable for top-down 2D or 3D overworld
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// Attach to the player GameObject. Works with or without Rigidbody/Rigidbody2D.
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public class PlayerTouchController : MonoBehaviour
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{
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public float moveSpeed = 5f;
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public float stopDistance = 0.1f;
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// If true and a Rigidbody/Rigidbody2D is present, movement will use physics MovePosition.
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public bool useRigidbody = true;
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Vector3 targetPosition;
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bool hasTarget = false;
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Rigidbody rb3d;
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Rigidbody2D rb2d;
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void Awake()
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{
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rb3d = GetComponent<Rigidbody>();
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rb2d = GetComponent<Rigidbody2D>();
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}
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void Start()
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{
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// Initialize target to current position so object doesn't snap
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targetPosition = transform.position;
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hasTarget = false;
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}
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void Update()
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{
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HandleInput();
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if (hasTarget)
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{
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MoveTowardsTarget();
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}
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}
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void HandleInput()
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{
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// Touch input (mobile)
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if (Input.touchCount > 0)
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{
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Touch t = Input.GetTouch(0);
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if (t.phase == TouchPhase.Began || t.phase == TouchPhase.Moved || t.phase == TouchPhase.Stationary)
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{
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SetTargetFromScreenPoint(t.position);
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}
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}
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else
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{
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// Mouse input for editor/testing
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if (Input.GetMouseButton(0))
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{
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SetTargetFromScreenPoint(Input.mousePosition);
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}
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}
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}
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void SetTargetFromScreenPoint(Vector3 screenPoint)
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{
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Camera cam = Camera.main;
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if (cam == null)
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{
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Debug.LogWarning("PlayerTouchController: No Camera.main found.");
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return;
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}
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// Convert screen point to world point at the player's depth
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Vector3 worldPoint = cam.ScreenToWorldPoint(new Vector3(screenPoint.x, screenPoint.y, cam.WorldToScreenPoint(transform.position).z));
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// For 2D top-down games using orthographic camera, z will be player's z already.
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targetPosition = worldPoint;
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hasTarget = true;
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}
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void MoveTowardsTarget()
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{
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// Keep original y (or z for 2D) depending on scene setup. We assume the player moves on the plane defined by its current transform.
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Vector3 current = transform.position;
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// Create a target that preserves the movement plane (so we don't change vertical axis unexpectedly)
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Vector3 planarTarget = targetPosition;
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// If the camera is orthographic top-down (y is up), preserve y
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// Heuristic: if camera forward is (0,-1,0) then y is up and we should preserve y
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Camera cam = Camera.main;
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if (cam != null && Vector3.Dot(cam.transform.forward, Vector3.down) > 0.5f)
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{
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planarTarget.y = current.y;
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}
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else
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{
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// Otherwise assume z is depth for 2D setups and preserve z
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planarTarget.z = current.z;
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}
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float step = moveSpeed * Time.deltaTime;
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Vector3 next = Vector3.MoveTowards(current, planarTarget, step);
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// If using Rigidbody, move via physics when present
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if (useRigidbody && rb2d != null)
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{
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rb2d.MovePosition(new Vector2(next.x, next.y));
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transform.position = new Vector3(next.x, next.y, transform.position.z); // ensure transform matches
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}
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else if (useRigidbody && rb3d != null)
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{
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rb3d.MovePosition(next);
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}
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else
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{
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transform.position = next;
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}
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if (Vector3.Distance(transform.position, planarTarget) <= stopDistance)
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{
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hasTarget = false;
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}
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}
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}
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