Push out Folder Structure and touch control player controller

This commit is contained in:
Michal Pikulski
2025-09-01 11:51:01 +02:00
parent 76e9b9d99a
commit f8d80aac62
20 changed files with 1253 additions and 352 deletions

View File

@@ -0,0 +1,123 @@
using UnityEngine;
// Basic touch/mouse movement controller suitable for top-down 2D or 3D overworld
// Attach to the player GameObject. 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<Rigidbody>();
rb2d = GetComponent<Rigidbody2D>();
}
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;
}
}
}