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A simple swipe detector for touchscreens for Unity3D. Four cardinal directions.
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using UnityEngine; | |
/* | |
* Swipe Input script for Unity by @fonserbc, free to use wherever | |
* | |
* Attack to a gameObject, check the static booleans to check if a swipe has been detected this frame | |
* Eg: if (SwipeInput.swipedRight) ... | |
* | |
* | |
*/ | |
public class SwipeInput : MonoBehaviour { | |
// If the touch is longer than MAX_SWIPE_TIME, we dont consider it a swipe | |
public const float MAX_SWIPE_TIME = 0.5f; | |
// Factor of the screen width that we consider a swipe | |
// 0.17 works well for portrait mode 16:9 phone | |
public const float MIN_SWIPE_DISTANCE = 0.17f; | |
public static bool swipedRight = false; | |
public static bool swipedLeft = false; | |
public static bool swipedUp = false; | |
public static bool swipedDown = false; | |
public bool debugWithArrowKeys = true; | |
Vector2 startPos; | |
float startTime; | |
public void Update() | |
{ | |
swipedRight = false; | |
swipedLeft = false; | |
swipedUp = false; | |
swipedDown = false; | |
if(Input.touches.Length > 0) | |
{ | |
Touch t = Input.GetTouch(0); | |
if(t.phase == TouchPhase.Began) | |
{ | |
startPos = new Vector2(t.position.x/(float)Screen.width, t.position.y/(float)Screen.width); | |
startTime = Time.time; | |
} | |
if(t.phase == TouchPhase.Ended) | |
{ | |
if (Time.time - startTime > MAX_SWIPE_TIME) // press too long | |
return; | |
Vector2 endPos = new Vector2(t.position.x/(float)Screen.width, t.position.y/(float)Screen.width); | |
Vector2 swipe = new Vector2(endPos.x - startPos.x, endPos.y - startPos.y); | |
if (swipe.magnitude < MIN_SWIPE_DISTANCE) // Too short swipe | |
return; | |
if (Mathf.Abs (swipe.x) > Mathf.Abs (swipe.y)) { // Horizontal swipe | |
if (swipe.x > 0) { | |
swipedRight = true; | |
} | |
else { | |
swipedLeft = true; | |
} | |
} | |
else { // Vertical swipe | |
if (swipe.y > 0) { | |
swipedUp = true; | |
} | |
else { | |
swipedDown = true; | |
} | |
} | |
} | |
} | |
if (debugWithArrowKeys) { | |
swipedDown = swipedDown || Input.GetKeyDown (KeyCode.DownArrow); | |
swipedUp = swipedUp|| Input.GetKeyDown (KeyCode.UpArrow); | |
swipedRight = swipedRight || Input.GetKeyDown (KeyCode.RightArrow); | |
swipedLeft = swipedLeft || Input.GetKeyDown (KeyCode.LeftArrow); | |
} | |
} | |
} |
Works very well cheers for that.
I took the liberty of adding a delegate:
`using UnityEngine;
/*
- Swipe Input script for Unity by @Fonserbc, free to use wherever
- Attack to a gameObject, check the static booleans to check if a swipe has been detected this frame
- Eg: if (SwipeInput.swipedRight) ...
*/
public class SwipeInput : MonoBehaviour {
// If the touch is longer than MAX_SWIPE_TIME, we dont consider it a swipe
public const float MAX_SWIPE_TIME = 0.5f;
// Factor of the screen width that we consider a swipe
// 0.17 works well for portrait mode 16:9 phone
public const float MIN_SWIPE_DISTANCE = 0.17f;
public static bool swipedRight = false;
public static bool swipedLeft = false;
public static bool swipedUp = false;
public static bool swipedDown = false;
static bool swiped;
public bool debugWithArrowKeys = true;
public delegate void OnSwipe();
public static event OnSwipe swipeListeners;
Vector2 startPos;
float startTime;
public void Update()
{
swiped = false;
swipedRight = false;
swipedLeft = false;
swipedUp = false;
swipedDown = false;
if(Input.touches.Length > 0)
{
Touch t = Input.GetTouch(0);
if(t.phase == TouchPhase.Began)
{
startPos = new Vector2(t.position.x/(float)Screen.width, t.position.y/(float)Screen.width);
startTime = Time.time;
}
if(t.phase == TouchPhase.Ended)
{
if (Time.time - startTime > MAX_SWIPE_TIME) // press too long
return;
Vector2 endPos = new Vector2(t.position.x/(float)Screen.width, t.position.y/(float)Screen.width);
Vector2 swipe = new Vector2(endPos.x - startPos.x, endPos.y - startPos.y);
if (swipe.magnitude < MIN_SWIPE_DISTANCE) // Too short swipe
return;
if (Mathf.Abs (swipe.x) > Mathf.Abs (swipe.y)) { // Horizontal swipe
if (swipe.x > 0) {
swiped = swipedRight = true;
}
else {
swiped = swipedLeft = true;
}
}
else { // Vertical swipe
if (swipe.y > 0) {
swiped = swipedUp = true;
}
else {
swiped = swipedDown = true;
}
}
}
}
if (debugWithArrowKeys) {
swipedDown = swipedDown || Input.GetKeyDown (KeyCode.DownArrow);
swipedUp = swipedUp|| Input.GetKeyDown (KeyCode.UpArrow);
swipedRight = swipedRight || Input.GetKeyDown (KeyCode.RightArrow);
swipedLeft = swipedLeft || Input.GetKeyDown (KeyCode.LeftArrow);
swiped = swipedDown || swipedLeft || swipedRight || swipedUp;
}
if (swiped)
{
if (swipeListeners != null)
{
swipeListeners();
}
}
}
}`
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How to make it that it makes an input while it's swiping? so I can make a movement with Time.deltaTime
if (SwipeInput.swipedRight == true) { player.transform.Translate(Vector3.right * Time.deltaTime * playerSpeed); Debug.Log("Swipe Input Right" + playerPosition); }