// Update is called once per frame void Update() { if (Input.touchCount > 0) // if there are touches { for (int i = 0; i < Input.touchCount; i++) { Touch t = Input.GetTouch(i); Vector2 touchPos = t.position; if (Vector2.Distance(touchPos, startMoveButtonPosition) < Vector2.Distance(touchPos, startShootButtonPosition)) // if touch is closer to move button { if (Vector2.Distance(touchPos, startMoveButtonPosition) <= delta || moveButtonPressed) // if move button is pressed { moveButtonPressed = true; p.move((touchPos - startMoveButtonPosition).normalized); // tells character to move if (t.phase == TouchPhase.Ended) // if player pulled finger { moveButtonPressed = false; p.stop(); // tells character to stop } } } else { if (Vector2.Distance(touchPos, startShootButtonPosition) <= delta || shootButtonPressed) { shootButtonPressed = true; p.attack((touchPos - startShootButtonPosition).normalized); // tells character to attack if (t.phase == TouchPhase.Ended) // if player pulled finger { p.triggerUp(); shootButtonPressed = false; } } } } } }
// Update is called once per frame void Update() { if (Input.GetKey(KeyCode.D) && Input.GetKey(KeyCode.W)) { p.move(new Vector2(1, 1).normalized); } else if (Input.GetKey(KeyCode.D) && Input.GetKey(KeyCode.S)) { p.move(new Vector2(1, -1).normalized); } else if (Input.GetKey(KeyCode.A) && Input.GetKey(KeyCode.W)) { p.move(new Vector2(-1, 1).normalized); } else if (Input.GetKey(KeyCode.A) && Input.GetKey(KeyCode.S)) { p.move(new Vector2(-1, -1).normalized); } else if (Input.GetKey(KeyCode.D)) { p.move(Vector2.right); } else if (Input.GetKey(KeyCode.A)) { p.move(-Vector2.right); } else if (Input.GetKey(KeyCode.W)) { p.move(Vector2.up); } else if (Input.GetKey(KeyCode.S)) { p.move(-Vector2.up); } else if (Input.GetKeyUp(KeyCode.S)) { p.stopY(); } else if (Input.GetKeyUp(KeyCode.A)) { p.stopX(); } else if (Input.GetKeyUp(KeyCode.D)) { p.stopX(); } else if (Input.GetKeyUp(KeyCode.W)) { p.stopY(); } if (Input.GetKey(KeyCode.RightArrow) && Input.GetKey(KeyCode.UpArrow)) { p.attack(new Vector2(1, 1).normalized); } else if (Input.GetKey(KeyCode.RightArrow) && Input.GetKey(KeyCode.DownArrow)) { p.attack(new Vector2(1, -1).normalized); } else if (Input.GetKey(KeyCode.LeftArrow) && Input.GetKey(KeyCode.UpArrow)) { p.attack(new Vector2(-1, 1).normalized); } else if (Input.GetKey(KeyCode.LeftArrow) && Input.GetKey(KeyCode.DownArrow)) { p.attack(new Vector2(-1, -1).normalized); } else if (Input.GetKey(KeyCode.RightArrow)) { p.attack(Vector2.right); } else if (Input.GetKey(KeyCode.LeftArrow)) { p.attack(-Vector2.right); } else if (Input.GetKey(KeyCode.UpArrow)) { p.attack(Vector2.up); } else if (Input.GetKey(KeyCode.DownArrow)) { p.attack(-Vector2.up); } else if (Input.GetKeyUp(KeyCode.DownArrow)) { p.triggerUp(); } else if (Input.GetKeyUp(KeyCode.LeftArrow)) { p.triggerUp(); } else if (Input.GetKeyUp(KeyCode.RightArrow)) { p.triggerUp(); } else if (Input.GetKeyUp(KeyCode.UpArrow)) { p.triggerUp(); } }