Joystick Controller
Joystick Controller
Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.EventSystems;
familyMovement = family.GetComponentsInChildren<FamilyMovement>().ToList();
foreach (FamilyMovement _familyMovement in familyMovement)
{
if (_familyMovement._index == 0)
zombieToMove = _familyMovement;
}
m_Radius = 55f;
m_rtJoyStick.localPosition = Vector3.zero;
_tempSpeed = m_Speed;
}
}
if(m_bTouch && !zombieToMove._HadesAbility)
{
zombieToMove._input += m_VecMove;
zombieToMove._Angle = m_Angles;
}
else if (m_bTouch && zombieToMove._HadesAbility &&
zombieToMove._teleportDecalinstace != null)
{
Vector3 spawnPosition = zombieToMove.spawnDistance; // You can set this
in the Inspector or calculate it programmatically.
m_Speed = 1f;
zombieToMove._teleportDecalinstace.transform.position = spawnPosition +
vectorToNewPosition;
zombieToMove._teleportDecalinstace.transform.eulerAngles =
rotatedEulerAngles;
zombieToMove._input = Vector3.zero;
}
else
{
zombieToMove._input = Vector3.zero;
m_Speed = _tempSpeed;
}
}
void OnTouch(Vector2 vecTouch)
{
Vector2 vec = new Vector2(vecTouch.x - m_rtBack.position.x, vecTouch.y -
m_rtBack.position.y);