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MoveToClick.cs
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107 lines (96 loc) · 2.66 KB
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using UnityEngine;
using UnityEngine.AI;
public class MoveToClick : MonoBehaviour
{
private NavMeshAgent agent;
private bool canMove = true;
private bool isDragging = false;
private Vector2 startTouchPosition;
private float dragThreshold = 10f;
void Start()
{
agent = GetComponent<NavMeshAgent>();
if (NavMesh.SamplePosition(transform.position, out NavMeshHit hit, 2f, NavMesh.AllAreas))
{
transform.position = hit.position;
}
}
void Update()
{
if (Application.isMobilePlatform)
{
HandleTouchInput();
}
else
{
HandleMouseInput();
}
}
public void SetMovementAllowed(bool allowed)
{
canMove = allowed;
}
void HandleMouseInput()
{
if (Input.GetMouseButtonDown(0))
{
startTouchPosition = Input.mousePosition;
isDragging = false;
}
if (Input.GetMouseButton(0))
{
if (Vector2.Distance(startTouchPosition, Input.mousePosition) > dragThreshold)
{
isDragging = true;
}
}
if (Input.GetMouseButtonUp(0))
{
if (!isDragging)
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out RaycastHit hit))
{
OnTap(hit.point);
}
}
}
}
void HandleTouchInput()
{
if (Input.touchCount == 1)
{
Touch touch = Input.GetTouch(0);
if (touch.phase == TouchPhase.Began)
{
startTouchPosition = touch.position;
isDragging = false;
}
else if (touch.phase == TouchPhase.Moved)
{
if (Vector2.Distance(startTouchPosition, touch.position) > dragThreshold)
{
isDragging = true;
}
}
else if (touch.phase == TouchPhase.Ended)
{
if (!isDragging)
{
Ray ray = Camera.main.ScreenPointToRay(touch.position);
if (Physics.Raycast(ray, out RaycastHit hit))
{
OnTap(hit.point);
}
}
}
}
}
public void OnTap(Vector3 targetPosition)
{
if (canMove)
{
agent.SetDestination(targetPosition);
}
}
}