Toutes les questions sur le développement Mobile, y compris la partie script.
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Waerin
- Messages : 28
- Inscription : 15 Oct 2013 20:37
Message
par Waerin » 06 Nov 2013 16:56
Bonjour, pour mon script de véhicule, j'utilisais accéléromètre ( on pivote le téléphone pour bouger et ça avance tout seul) mais je ne trouve pas cela pratique, je préfère le traditionnel joystick qui est biebn plus pratique. Mais je n'arrive pas à modifier le script afin d'utiliser des josticks merci d'avance .
Mon code de véhicule à partir d'un tuto pour pc que j'ai modifié pour le mobile
Code : Tout sélectionner
var FrontLeftWheel : WheelCollider;
var FrontRightWheel : WheelCollider;
var GearRatio : float[];
var CurrentGear : int = 0;
var EngineTorque : float = 600.0;
var MaxEngineRPM : float = 3000.0;
var MinEngineRPM : float = 1000.0;
private var EngineRPM : float = 0.0;
function Start () {
rigidbody.centerOfMass.y = -1.5;
}
function Update () {
rigidbody.drag = rigidbody.velocity.magnitude / 250;
EngineRPM = (FrontLeftWheel.rpm + FrontRightWheel.rpm)/2 * GearRatio[CurrentGear];
ShiftGears();
audio.pitch = Mathf.Abs(EngineRPM / MaxEngineRPM) + 1.0 ;
.
if ( audio.pitch > 2.0 ) {
audio.pitch = 2.0;
}
FrontLeftWheel.motorTorque = EngineTorque / GearRatio[CurrentGear] * Input.acceleration.x;
FrontRightWheel.motorTorque = EngineTorque / GearRatio[CurrentGear] * Input.acceleration.y;
// les accéléromètres .
FrontLeftWheel.steerAngle = 10 * Input.acceleration.x;
FrontRightWheel.steerAngle = 10 * Input.acceleration.y;
}
function ShiftGears() {
if ( EngineRPM >= MaxEngineRPM ) {
var AppropriateGear : int = CurrentGear;
for ( var i = 0; i < GearRatio.length; i ++ ) {
if ( FrontLeftWheel.rpm * GearRatio[i] < MaxEngineRPM ) {
AppropriateGear = i;
break;
}
}
CurrentGear = AppropriateGear;
}
if ( EngineRPM <= MinEngineRPM ) {
AppropriateGear = CurrentGear;
for ( var j = GearRatio.length-1; j >= 0; j -- ) {
if ( FrontLeftWheel.rpm * GearRatio[j] > MinEngineRPM ) {
AppropriateGear = j;
break;
}
}
CurrentGear = AppropriateGear;
}
}
Merci d'avance
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artemisart
- Messages : 1893
- Inscription : 21 Juin 2011 19:51
- Localisation : Centre
-
Contact :
Message
par artemisart » 06 Nov 2013 17:02
Il faut remplacer Input.acceleration par les valeurs retournés par ton joystick.
-
Waerin
- Messages : 28
- Inscription : 15 Oct 2013 20:37
Message
par Waerin » 06 Nov 2013 17:04
Je ne comprends pas comment faire , pourrais vous me donner un exemple ?
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artemisart
- Messages : 1893
- Inscription : 21 Juin 2011 19:51
- Localisation : Centre
-
Contact :
Message
par artemisart » 06 Nov 2013 17:24
Tu peux trouver des codes pour joystick sur google, dans les tutos de Unity, sur unify, ...
-
Waerin
- Messages : 28
- Inscription : 15 Oct 2013 20:37
Message
par Waerin » 06 Nov 2013 17:30
Je compte utiliser celui fourni avec Unity
Code : Tout sélectionner
#pragma strict
@script RequireComponent( GUITexture )
// A simple class for bounding how far the GUITexture will move
class Boundary
{
var min : Vector2 = Vector2.zero;
var max : Vector2 = Vector2.zero;
}
static private var joysticks : Joystick[]; // A static collection of all joysticks
static private var enumeratedJoysticks : boolean = false;
static private var tapTimeDelta : float = 0.3; // Time allowed between taps
var touchPad : boolean; // Is this a TouchPad?
var touchZone : Rect;
var deadZone : Vector2 = Vector2.zero; // Control when position is output
var normalize : boolean = false; // Normalize output after the dead-zone?
var position : Vector2; // [-1, 1] in x,y
var tapCount : int; // Current tap count
private var lastFingerId = -1; // Finger last used for this joystick
private var tapTimeWindow : float; // How much time there is left for a tap to occur
private var fingerDownPos : Vector2;
private var fingerDownTime : float;
private var firstDeltaTime : float = 0.5;
private var gui : GUITexture; // Joystick graphic
private var defaultRect : Rect; // Default position / extents of the joystick graphic
private var guiBoundary : Boundary = Boundary(); // Boundary for joystick graphic
private var guiTouchOffset : Vector2; // Offset to apply to touch input
private var guiCenter : Vector2; // Center of joystick
function Start()
{
// Cache this component at startup instead of looking up every frame
gui = GetComponent( GUITexture );
// Store the default rect for the gui, so we can snap back to it
defaultRect = gui.pixelInset;
defaultRect.x += transform.position.x * Screen.width;// + gui.pixelInset.x; // - Screen.width * 0.5;
defaultRect.y += transform.position.y * Screen.height;// - Screen.height * 0.5;
transform.position.x = 0.0;
transform.position.y = 0.0;
if ( touchPad )
{
// If a texture has been assigned, then use the rect ferom the gui as our touchZone
if ( gui.texture )
touchZone = defaultRect;
}
else
{
// This is an offset for touch input to match with the top left
// corner of the GUI
guiTouchOffset.x = defaultRect.width * 0.5;
guiTouchOffset.y = defaultRect.height * 0.5;
// Cache the center of the GUI, since it doesn't change
guiCenter.x = defaultRect.x + guiTouchOffset.x;
guiCenter.y = defaultRect.y + guiTouchOffset.y;
// Let's build the GUI boundary, so we can clamp joystick movement
guiBoundary.min.x = defaultRect.x - guiTouchOffset.x;
guiBoundary.max.x = defaultRect.x + guiTouchOffset.x;
guiBoundary.min.y = defaultRect.y - guiTouchOffset.y;
guiBoundary.max.y = defaultRect.y + guiTouchOffset.y;
}
}
function Disable()
{
gameObject.active = false;
enumeratedJoysticks = false;
}
function ResetJoystick()
{
// Release the finger control and set the joystick back to the default position
gui.pixelInset = defaultRect;
lastFingerId = -1;
position = Vector2.zero;
fingerDownPos = Vector2.zero;
if ( touchPad )
gui.color.a = 0.025;
}
function IsFingerDown() : boolean
{
return (lastFingerId != -1);
}
function LatchedFinger( fingerId : int )
{
// If another joystick has latched this finger, then we must release it
if ( lastFingerId == fingerId )
ResetJoystick();
}
function Update()
{
if ( !enumeratedJoysticks )
{
// Collect all joysticks in the game, so we can relay finger latching messages
joysticks = FindObjectsOfType( Joystick ) as Joystick[];
enumeratedJoysticks = true;
}
var count = Input.touchCount;
// Adjust the tap time window while it still available
if ( tapTimeWindow > 0 )
tapTimeWindow -= Time.deltaTime;
else
tapCount = 0;
if ( count == 0 )
ResetJoystick();
else
{
for(var i : int = 0;i < count; i++)
{
var touch : Touch = Input.GetTouch(i);
var guiTouchPos : Vector2 = touch.position - guiTouchOffset;
var shouldLatchFinger = false;
if ( touchPad )
{
if ( touchZone.Contains( touch.position ) )
shouldLatchFinger = true;
}
else if ( gui.HitTest( touch.position ) )
{
shouldLatchFinger = true;
}
// Latch the finger if this is a new touch
if ( shouldLatchFinger && ( lastFingerId == -1 || lastFingerId != touch.fingerId ) )
{
if ( touchPad )
{
gui.color.a = 0.15;
lastFingerId = touch.fingerId;
fingerDownPos = touch.position;
fingerDownTime = Time.time;
}
lastFingerId = touch.fingerId;
// Accumulate taps if it is within the time window
if ( tapTimeWindow > 0 )
tapCount++;
else
{
tapCount = 1;
tapTimeWindow = tapTimeDelta;
}
// Tell other joysticks we've latched this finger
for ( var j : Joystick in joysticks )
{
if ( j != this )
j.LatchedFinger( touch.fingerId );
}
}
if ( lastFingerId == touch.fingerId )
{
// Override the tap count with what the iPhone SDK reports if it is greater
// This is a workaround, since the iPhone SDK does not currently track taps
// for multiple touches
if ( touch.tapCount > tapCount )
tapCount = touch.tapCount;
if ( touchPad )
{
// For a touchpad, let's just set the position directly based on distance from initial touchdown
position.x = Mathf.Clamp( ( touch.position.x - fingerDownPos.x ) / ( touchZone.width / 2 ), -1, 1 );
position.y = Mathf.Clamp( ( touch.position.y - fingerDownPos.y ) / ( touchZone.height / 2 ), -1, 1 );
}
else
{
// Change the location of the joystick graphic to match where the touch is
gui.pixelInset.x = Mathf.Clamp( guiTouchPos.x, guiBoundary.min.x, guiBoundary.max.x );
gui.pixelInset.y = Mathf.Clamp( guiTouchPos.y, guiBoundary.min.y, guiBoundary.max.y );
}
if ( touch.phase == TouchPhase.Ended || touch.phase == TouchPhase.Canceled )
ResetJoystick();
}
}
}
if ( !touchPad )
{
// Get a value between -1 and 1 based on the joystick graphic location
position.x = ( gui.pixelInset.x + guiTouchOffset.x - guiCenter.x ) / guiTouchOffset.x;
position.y = ( gui.pixelInset.y + guiTouchOffset.y - guiCenter.y ) / guiTouchOffset.y;
}
// Adjust for dead zone
var absoluteX = Mathf.Abs( position.x );
var absoluteY = Mathf.Abs( position.y );
if ( absoluteX < deadZone.x )
{
// Report the joystick as being at the center if it is within the dead zone
position.x = 0;
}
else if ( normalize )
{
// Rescale the output after taking the dead zone into account
position.x = Mathf.Sign( position.x ) * ( absoluteX - deadZone.x ) / ( 1 - deadZone.x );
}
if ( absoluteY < deadZone.y )
{
// Report the joystick as being at the center if it is within the dead zone
position.y = 0;
}
else if ( normalize )
{
// Rescale the output after taking the dead zone into account
position.y = Mathf.Sign( position.y ) * ( absoluteY - deadZone.y ) / ( 1 - deadZone.y );
}
}