如何通过向右和向左滑动来修复运动?

How to fix movement with swipe to right and left?

我花了很多时间试图找出代码中的问题,但我找不到解决我的代码未被触发的原因。 在我以前的游戏中,当我实现此代码时它运行良好,现在当我在新游戏中实现相同的触摸移动代码时它不起作用。

我尝试调试代码并将 Debug.Log 放入更新方法,当我在屏幕上滑动时它甚至没有触发。

这是代码:

int left = 0;
int right = 0;
int maxLeftCycles = 5;
int maxRightCycles = 5;

void Start()
{
    //touch
    left = maxLeftCycles;
    right = maxRightCycles;
}

private void Update()
{
    timer += Time.deltaTime;

    if (Input.GetKeyUp(KeyCode.RightArrow) ||
        Swipe.swipe == Swipe.SwipeDirection.right)
    {
        Swipe.ResetSwipe();
        right = 0;
    }

    if (Input.GetKeyUp(KeyCode.LeftArrow) ||
        Swipe.swipe == Swipe.SwipeDirection.left)
    {
        Swipe.ResetSwipe();
        left = 0;
    }
}

void FixedUpdate()
{
    if (left < maxLeftCycles && !isMoving)
    {
        desiredPos = transform.position + Vector3.left * 1.52f;
        isMoving = true;

        left++;
    }

    if (right < maxRightCycles && !isMoving)
    {
        desiredPos = transform.position - Vector3.right * 1.52f;
        isMoving = true;

        right++;
    }

    if (isMoving)
    {
        transform.position = Vector3.MoveTowards(transform.position, desiredPos, moveSpeed * Time.deltaTime);

        // this == is true if the difference between both
        // vectors is smaller than 0.00001
        if (transform.position == desiredPos)
        {
            isMoving = false;

            transform.position = desiredPos;
        }
    }
} 

我将 Debug.Log 放入此代码和 vector3.right 并离开,但它从未被触发。

if (Input.GetKeyUp(KeyCode.RightArrow) ||
    Swipe.swipe == Swipe.SwipeDirection.right)
{
    Debug.Log("This is traacked");

    Swipe.ResetSwipe();
    right = 0;
}

if (Input.GetKeyUp(KeyCode.LeftArrow) ||
    Swipe.swipe == Swipe.SwipeDirection.left)
{
    Debug.Log("This is traacked");

    Swipe.ResetSwipe();
    left = 0;
}

这是滑动脚本的代码

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Swipe : MonoBehaviour
{
    private float fingerStartTime = 0.0f;
    private Vector2 fingerStartPos = Vector2.zero;

    private bool isSwipe = false;
    private float minSwipeDist = 50.0f;
    private float maxSwipeTime = 0.5f;

    public enum SwipeDirection
    {
        none,
        up,
        down,
        right,
        left
    }

    public static SwipeDirection swipe;

    void Start()
    {
        swipe = SwipeDirection.none;
    }

    public static void ResetSwipe()
    {
        swipe = SwipeDirection.none;
    }

    // Update is called once per frame
    void Update()
    {
        if (Input.touchCount > 0)
        {
            foreach (Touch touch in Input.touches)
            {
                switch (touch.phase)
                {
                    case TouchPhase.Began:
                        /* this is a new touch */
                        isSwipe = true;
                        fingerStartTime = Time.time;
                        fingerStartPos = touch.position;
                        break;

                    case TouchPhase.Canceled:
                        /* The touch is being canceled */
                        isSwipe = false;
                        break;

                    case TouchPhase.Ended:

                        float gestureTime = Time.time - fingerStartTime;
                        float gestureDist = (touch.position - fingerStartPos).magnitude;

                        if (isSwipe && gestureTime < maxSwipeTime && gestureDist > minSwipeDist)
                        {
                            Vector2 direction = touch.position - fingerStartPos;
                            Vector2 swipeType = Vector2.zero;

                            if (Mathf.Abs(direction.x) > Mathf.Abs(direction.y))
                            {
                                // the swipe is horizontal:
                                swipeType = Vector2.right * Mathf.Sign(direction.x);
                            }
                            else
                            {
                                // the swipe is vertical:
                                swipeType = Vector2.up * Mathf.Sign(direction.y);
                            }

                            if (swipeType.x != 0.0f)
                            {
                                if (swipeType.x > 0.0f)
                                {
                                    // MOVE RIGHT
                                    swipe = SwipeDirection.right;
                                }
                                else
                                {
                                    // MOVE LEFT
                                    swipe = SwipeDirection.left;
                                }
                            }

                            if (swipeType.y != 0.0f)
                            {
                                if (swipeType.y > 0.0f)
                                {
                                    // MOVE UP
                                    swipe = SwipeDirection.up;
                                }
                                else
                                {
                                    // MOVE DOWN
                                    swipe = SwipeDirection.down;
                                }
                            }
                        }
                        break;
                }
            }
        }
    }
}

我调试的用于刷卡输入的更新方法中的代码从未被调用或从未工作 me.I 无法理解我做错了什么,因为相同的代码实际上在我之前的游戏中有效。

非常感谢您阅读我的问题我希望有人可以帮助我解决这个问题。

如果它在另一个项目中像以前一样工作,我会确保您将脚本附加到游戏对象。如果它附加到游戏对象,请确保它没有标记为不活动,并且您没有在脚本的其他地方将对象设置为不活动。

如果这两种情况都不是,我也会尝试从对象中删除脚本,然后重新附加它,如果仍然不起作用,请尝试删除脚本附加到的对象(如果可能),然后重新创建它并重新附加脚本。