Created
June 30, 2015 21:27
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Unity Swipe Control
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| Vector3 fp; | |
| Vector2 lp; | |
| float dragDistance = Screen.height * 0.2f; | |
| foreach (Touch touch in Input.touches) { | |
| if (touch.phase == TouchPhase.Began) { | |
| fp = touch.position; | |
| lp = touch.position; | |
| } | |
| if (touch.phase == TouchPhase.Ended){ | |
| lp = touch.position; | |
| float xDistance = Mathf.Abs(lp.x - fp.x); | |
| float yDistance = Mathf.Abs(lp.y - fp.y); | |
| if (xDistance > dragDistance || yDistance > dragDistance){ | |
| // Check if the horizontal movement is greater than the vertical movement | |
| if (xDistance > yDistance){ | |
| if (lp.x > fp.x) { //Right swipe | |
| isWalking = true; | |
| direction = "right"; | |
| Debug.Log("Right Swipe"); | |
| } else { //Left swipe | |
| isWalking = true; | |
| direction = "left"; | |
| Debug.Log("Left Swipe"); | |
| } | |
| } else { | |
| if (lp.y > fp.y) { //Up swipe | |
| isWalking = true; | |
| direction = "up"; | |
| Debug.Log("Up Swipe"); | |
| } else { //Down swipe | |
| isWalking = true; | |
| direction = "down"; | |
| Debug.Log("Down Swipe"); | |
| } | |
| } | |
| } else { | |
| // That was a tap! | |
| } | |
| } | |
| // Just do the one touch for now... | |
| break; | |
| } |
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