using UnityEngine; public class ApplyForceTouch : MonoBehaviour { private Rigidbody2D playerObject; private LineRenderer dragLine; private InputManager inputMgr; private AchievementSystem achSys; private Vector2 dragLineStartPosition; private Vector2 dragLineEndPosition; private Vector2 touchStartPos; private Vector2 touchEndPos; private bool forceApplied = false; private float timeSinceForce = 0.0f; private LevelCameraEffects levelCamera; private bool overUI; private bool manuallyDisabledMovement; private bool unlockBoosted; public int forceMultiplier; public AnimationCurve forceCurve; private int defaultForceMultiplierValue; private float timeBeforeNextForce; public float forceMaxDistance; public float TimeBeforeNextForce { get => timeBeforeNextForce; set => timeBeforeNextForce = value; } public bool ForceApplied { get => forceApplied; set => forceApplied = value; } public bool ManuallyDisabledMovement { get => manuallyDisabledMovement; set => manuallyDisabledMovement = value; } private void Start() { playerObject = ObjectManager.GetObject(0).GetComponent<Rigidbody2D>(); dragLine = ObjectManager.GetObject(1).GetComponent<LineRenderer>(); inputMgr = ObjectManager.GetObject(4).GetComponent<InputManager>(); levelCamera = GUIManager.GetObject(12).GetComponent<LevelCameraEffects>(); achSys = ObjectManager.GetObject(4).GetComponent<AchievementSystem>(); defaultForceMultiplierValue = forceMultiplier; GUIManager.SetSpeedBoostTextState(false); } private void Update() { if (!manuallyDisabledMovement) { dragLineStartPosition = playerObject.transform.position; if (!forceApplied) { float positionDifferece = Vector2.Distance(touchStartPos, touchEndPos); //use the curve value to determine where the green and red should start and end based on the custom curve float curveValue = forceCurve.Evaluate(Mathf.InverseLerp(0, forceMaxDistance, positionDifferece)); float redColor = curveValue; float greenColor = 1 - redColor; Color lineColor = new Color(redColor, greenColor, 0); dragLine.startColor = lineColor; dragLine.endColor = lineColor; } if (forceApplied) { timeSinceForce += Time.deltaTime; GUIManager.SetCooldownCircleValue(timeSinceForce, timeBeforeNextForce); if (timeSinceForce >= timeBeforeNextForce) { GUIManager.FadeOutCooldownCircle(); forceApplied = false; timeSinceForce = 0.0f; } } if (Input.touchCount > 0) { Touch touch = Input.GetTouch(0); //------------------------------------------------ Begining of touch control --------------------------------------------------------------------------------- if (touch.phase == TouchPhase.Began) //start of touch { if (inputMgr != null) { if (!inputMgr.GetTouchOverUI()) { dragLine.enabled = true; Vector2 touchVector = touch.position; Vector2 point = Camera.main.ScreenToWorldPoint(new Vector3(touchVector.x, touchVector.y, 0)); touchStartPos = point; dragLine.SetPosition(0, dragLineStartPosition); dragLine.SetPosition(1, dragLineStartPosition); } else overUI = true; } } if (touch.phase == TouchPhase.Moved) //during touch { if (inputMgr != null && !overUI) { Vector2 touchVector = touch.position; Vector2 point = Camera.main.ScreenToWorldPoint(new Vector3(touchVector.x, touchVector.y, 0)); touchEndPos = point; float xPosDifference = touchEndPos.x - touchStartPos.x; float yPosDifference = touchEndPos.y - touchStartPos.y; dragLineEndPosition = new Vector2(dragLineStartPosition.x + xPosDifference, dragLineStartPosition.y + yPosDifference); dragLine.SetPosition(0, dragLineStartPosition); dragLine.SetPosition(1, dragLineEndPosition); } } if (touch.phase == TouchPhase.Ended) //end of touch { if (inputMgr != null && !overUI) { dragLine.enabled = false; float positionDifferece = Vector2.Distance(dragLineStartPosition, dragLineEndPosition); if (positionDifferece > forceMaxDistance) positionDifferece = forceMaxDistance; Transform linePos = dragLine.gameObject.transform.parent.transform; if (forceApplied == false && positionDifferece > 0.0001f) { //using a custom curve and the position difference of the drag line, find the interpolated value that determines how much force should be applied float curveValue = forceCurve.Evaluate(Mathf.InverseLerp(0, forceMaxDistance, positionDifferece)); //multiply the curve value by 10 to get a value between 0 and 10 and then multiply that by the force multiplier playerObject.AddForce(linePos.forward * (curveValue * 10 * forceMultiplier)); levelCamera.ApplyZoomEffect(positionDifferece); GUIManager.FadeInCooldownCircle(); forceApplied = true; } } else overUI = false; } } } } public void AdjustForceMultiplier(int newValue) { forceMultiplier += newValue; AdjustSpeedBoostTextVisibility(); } public void SetUnlockBoosted(bool state) { //when true, the force multiplier gets boosted by 30 unlockBoosted = state; if (unlockBoosted) forceMultiplier = defaultForceMultiplierValue + 30; else forceMultiplier = defaultForceMultiplierValue; AdjustSpeedBoostTextVisibility(); } public void ResetForceMultiplier() { if (unlockBoosted) forceMultiplier = defaultForceMultiplierValue + 30; else forceMultiplier = defaultForceMultiplierValue; AdjustSpeedBoostTextVisibility(); } public void AdjustSpeedBoostTextVisibility() { if (forceMultiplier < defaultForceMultiplierValue) forceMultiplier = defaultForceMultiplierValue; if (forceMultiplier - defaultForceMultiplierValue > 0) { GUIManager.SetSpeedBoostTextState(true); GUIManager.ChangeSpeedBoostText(forceMultiplier - defaultForceMultiplierValue); if ((forceMultiplier - defaultForceMultiplierValue) > 140) achSys.SetMaxSpeedBoost(forceMultiplier - defaultForceMultiplierValue); } else GUIManager.SetSpeedBoostTextState(false); } public void ResetCoolDown() { //called to reset cooldown instantly. if (forceApplied) timeSinceForce = timeBeforeNextForce; } }