I am currently working on an multiplayer shooter game. Basicly atm you play as a cube and you have your hand(red square) following the cursor ingame.
I want to restrict the cursor movement to a perfect circle around my player sprite.
See attached picture for clarification.
https://imgur.com/TLliade
Following script is attached to the "Hand" (red square).
public class Handscript : MonoBehaviour
{
void Update()
{
Cursor.visible = false;
Vector3 a = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0));
a.Set(a.x, a.y, transform.position.z);
transform.position = Vector3.Lerp(transform.position, a, 1f);
}
}
Now I want to restrict cursor movement inside my radius that is a public transform attached to my Player prefab like this:
//Hand radius
public float radius;
public Transform centerRadius;
I am hard stuck and new to coding overall and I could use a push in the right direction.
Basicly the same question is asked here if I am being to unclear: https://answers.unity.com/questions/1439356/limit-mouse-movement-around-player.html
EDIT: My goal in the end is to have similar hand movement as in the legendary "Madness Interactive" game, found here: https://www.newgrounds.com/portal/view/118826
EDIT2: It might be impossible to lock the cursor inside the radius circle. Is it possible to just have the GameObject "Hand" locked inside this radius?
EDIT3: This is the code I use and it works like a charm:
using System;
using UnityEngine;
public class Handscript : Photon.MonoBehaviour
{
[SerializeField] private GameObject Player2; //Drag your player game object here for its position
[SerializeField] private float radius; //Set radius here
public new PhotonView photonView; //Never mind this if its not a photon project
private void Start()
{
Cursor.visible = false;
}
void Update()
{
if (photonView.isMine) //Never mind this if statement if it isnt a photon project
{
Vector3 cursorPos = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0));
Vector3 playerPos = Player2.transform.position;
Vector3 playerToCursor = cursorPos - playerPos;
Vector3 dir = playerToCursor.normalized;
Vector3 cursorVector = dir * radius;
if (playerToCursor.magnitude < cursorVector.magnitude) // detect if mouse is in inner radius
cursorVector = playerToCursor;
transform.position = playerPos + cursorVector;
}
}
#if UNITY_EDITOR
private void OnDrawGizmosSelected()
{
UnityEditor.Handles.DrawWireDisc(transform.parent.position, Vector3.back, radius); // draw radius
}
#endif
}
Get vector from the player to the cursor:
Vector3 playerToCursor = cursorPos - playerPos;
Normalize it to get the direction:
Vector3 dir = playerToCursor.normalized;
Multiply direction by your desired radius:
Vector3 cursorVector = dir * radius;
Add the cursor vector to the player position to get the final position:
Vector3 finalPos = playerPos + cursorVector;
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