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c#androidbuttonunity-game-engineorbit

How to modify orbit script to start on button touched in Unity3d


I have the following orbit script working just fine, on a GameObject in Unity3d. I want to have the script run on the GameObject if a GUI.Button is touched on Android device.

Here is the original C# orbir script:

using UnityEngine;
using System.Collections;

public class Orbiter : MonoBehaviour {

GameObject cube;
public Transform center;
public Vector3 axis = Vector3.up;
public Vector3 desiredPosition;
public float radius = 2.0f;
public float radiusSpeed = 0.5f;
public float rotationSpeed = 80.0f;

void Start () {
cube = GameObject.FindWithTag("MarkerObject");
center = cube.transform;
transform.position = (transform.position - center.position).normalized * radius + center.position;
radius = 2.0f;
}

void Update () {
transform.RotateAround (center.position, axis, rotationSpeed * Time.deltaTime);
desiredPosition = (transform.position - center.position).normalized * radius + center.position;
transform.position = Vector3.MoveTowards(transform.position, desiredPosition, Time.deltaTime * radiusSpeed);
}
}

Here is the modified code that refuses to run, no matter what I've tried.

using UnityEngine;
using System.Collections;

public class Orbiter : MonoBehaviour {

private bool IsOrbited = false;
private bool MustOrbit = false;    
GameObject cube;
public Transform center;
public Vector3 axis = Vector3.up;
public Vector3 desiredPosition;
public float radius = 2.0f;
public float radiusSpeed = 0.5f;
public float rotationSpeed = 80.0f;
public Texture btnTexture2;

 void Start () {
cube = GameObject.FindWithTag("MarkerObject");
center = cube.transform;
transform.position = (transform.position - center.position).normalized * radius +  center.position;
radius = 2.0f;
}

// Update is called once per frame
void Update () {
    if (MustOrbit && !IsOrbited) {

        //Rotate all models around X,Y,Z axe
        if (cube != null)
            transform.RotateAround (center.position, axis, rotationSpeed * Time.deltaTime);
            desiredPosition = (transform.position - center.position).normalized * radius + center.position;
            transform.position = Vector3.MoveTowards(transform.position, desiredPosition, Time.deltaTime * radiusSpeed);

        IsOrbited = true;
        MustOrbit = false;
        }
}

void OnGUI() {
    GUI.matrix = Matrix4x4.TRS(Vector2.zero, Quaternion.identity,new Vector3(Screen.width / 480.0f, Screen.height / 320.0f, 1)); 
    if (!btnTexture2) {
        Debug.LogError("Please assign a texture on the inspector");
        return;
    }
    //GUI.color = new Color(0,0,0,0);
      //GUI.backgroundColor = Color.clear;

    if (GUI.Button(new Rect(10, 10, 120, 30), btnTexture2))
       if (!IsOrbited) {
            MustOrbit = true;
        }
    }

}

What have I done wrong in coding? I get compiled o.k. Please advise. Thank you all in advace for your answers.


Solution

  • inside your if statement you are disabling the block from running after 1 iteration resulting in barely any movement, try to comment out disabling the booleans so it can run

    if (MustOrbit && !IsOrbited) {
    
            //Rotate all models around X,Y,Z axe
            if (cube != null)
                transform.RotateAround (center.position, axis, rotationSpeed * Time.deltaTime);
                desiredPosition = (transform.position - center.position).normalized * radius + center.position;
                transform.position = Vector3.MoveTowards(transform.position, desiredPosition, Time.deltaTime * radiusSpeed);
    
           // IsOrbited = true;
           // MustOrbit = false;
            }
    

    to reset the x,y,z on your model in your start get the starting xyz as a vector3

    public Vector3 reset;
    

    in Start()

    void Start () {
    cube = GameObject.FindWithTag("MarkerObject");
    center = cube.transform;
    transform.position = (transform.position - center.position).normalized * radius +  center.position;
    radius = 2.0f;
    reset = transform.position;
    }
    

    then onGUI()

    void OnGUI() {
        GUI.matrix = Matrix4x4.TRS(Vector2.zero, Quaternion.identity,new Vector3(Screen.width / 480.0f, Screen.height / 320.0f, 1)); 
        if (!btnTexture2) {
            Debug.LogError("Please assign a texture on the inspector");
            return;
        }
        //GUI.color = new Color(0,0,0,0);
          //GUI.backgroundColor = Color.clear;
    
        if (GUI.Button(new Rect(10, 10, 120, 30), btnTexture2))
           if (!IsOrbited) {
                MustOrbit = true;
            }
        }
        if(GUI.Button(new Rect(Screen.width*5/6,Screen.height*5/6,Screen.width/6,Screen.height/6),"reset")){
          transform.position = reset;
        }