I am working on a 2D game and now I'm at the end of it! (happiness). But I can not make it move in android. What is wrong in the code below?
When I run the application in UNITY console does not accuse any errors.
using UnityEngine;
using System.Collections;
public class Bee : MonoBehaviour {
public float velocity;
public Transform bee;
private Animator animator;
public bool isGrounded = true;
public float force;
public float jumpTime = 0.4f;
public float jumpDelay = 0.4f;
public bool jumped = false;
public Transform ground;
private Gerenciador gerenciador;
// Use this for initialization
void Start ()
{
gerenciador = FindObjectOfType (typeof(Gerenciador)) as Gerenciador;
animator = bee.GetComponent<Animator> ();
gerenciador.StartGame ();
}
// Update is called once per frame
void Update ()
{
Move();
}
void Move()
{
isGrounded = Physics2D.Linecast (bee.transform.position, ground.position, 1 << LayerMask.NameToLayer ("Floor"));
foreach (UnityEngine.Touch touch in Input.touches) {
if (this.GetComponent<GUITexture> ().HitTest (touch.position)) {
if (touch.phase != TouchPhase.Ended) {
if (this.name == "Right") {
animator.SetBool ("Run", true);
bee.transform.Translate (Vector2.right * velocity* Time.deltaTime);
bee.transform.eulerAngles = new Vector2 (0, 0);
}
if (this.name == "Left") {
animator.SetBool ("Run", true);
bee.transform.Translate (Vector2.right * velocity* Time.deltaTime);
bee.transform.eulerAngles = new Vector2 (0, 180);
}
if (this.name == "Up" && isGrounded && !jumped) {
animator.SetTrigger ("JumpB");
bee.GetComponent<Rigidbody2D> ().AddForce (transform.up * force);
jumpTime = jumpDelay;
jumped = true;
}
}
if (touch.phase == TouchPhase.Ended) {
animator.SetBool ("Run", false);
}
}
}
if (jumpTime >= 0f) {
jumpTime -= Time.deltaTime;
}
if (jumpTime <= 0 && isGrounded && jumped) {
animator.SetTrigger ("groundB");
jumped = false;
}
}