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Make StackColors in Unity – Sideways Movement (Lesson 5)

For this lesson on how to make StackColors in Unity, we will be adding to our player controller script to make it so we can control the sideways movement with the position of our mouse. This will make it so we can dodge the bad pickups and collect the good pickups.

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PlayerControllerStackColor.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerControllerStackColor : MonoBehaviour
{
    [SerializeField] Color myColor;
    [SerializeField] Renderer[] myRends;

    [SerializeField] bool isPlaying;
    [SerializeField] float forwardSpeed;
    Rigidbody myRB;

    [SerializeField] float lerpSpeed;

    

    // Start is called before the first frame update
    void Start()
    {
        SetColor(myColor);

        myRB = GetComponent<Rigidbody>();
    }

    // Update is called once per frame
    void Update()
    {
        if(isPlaying)
        {
            MoveForward();
        }
        if(Input.GetMouseButton(0))
        {
            if(isPlaying == false)
            {
                isPlaying = true;
            }
            MoveSideways();
        }
    }

    void SetColor(Color colorIn)
    {
        myColor = colorIn;
        for(int i = 0; i <myRends.Length; i++)
        {
            myRends[i].material.SetColor("_Color", myColor);
        }
    }


    void MoveForward()
    {
        myRB.velocity = Vector3.forward * forwardSpeed;
    }

    void MoveSideways()
    {
        Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
        RaycastHit hit;
        if(Physics.Raycast(ray, out hit, 100))
        {
            transform.position = Vector3.Lerp(transform.position, new Vector3(hit.point.x, transform.position.y, transform.position.z), lerpSpeed *Time.deltaTime);
        }
    }

}
using Photon.Chat;
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class PhotonChatManager : MonoBehaviour, IChatClientListener
{
    #region Setup

    [SerializeField] GameObject joinChatButton;
    ChatClient chatClient;
    bool isConnected;
    [SerializeField] string username;

    public void UsernameOnValueChange(string valueIn)
    {
        username = valueIn;
    }

    public void ChatConnectOnClick()
    {
        isConnected = true;
        chatClient = new ChatClient(this);
        //chatClient.ChatRegion = "US";
        chatClient.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, PhotonNetwork.AppVersion, new AuthenticationValues(username));
        Debug.Log("Connenting");
    }

    #endregion Setup

    #region General

    [SerializeField] GameObject chatPanel;
    string privateReceiver = "";
    string currentChat;
    [SerializeField] InputField chatField;
    [SerializeField] Text chatDisplay;

    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
        if (isConnected)
        {
            chatClient.Service();
        }

        if (chatField.text != "" &amp;&amp; Input.GetKey(KeyCode.Return))
        {
            SubmitPublicChatOnClick();
            SubmitPrivateChatOnClick();
        }
    }

    #endregion General

    #region PublicChat

    public void SubmitPublicChatOnClick()
    {
        if (privateReceiver == "")
        {
            chatClient.PublishMessage("RegionChannel", currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    public void TypeChatOnValueChange(string valueIn)
    {
        currentChat = valueIn;
    }

    #endregion PublicChat

    #region PrivateChat

    public void ReceiverOnValueChange(string valueIn)
    {
        privateReceiver = valueIn;
    }

    public void SubmitPrivateChatOnClick()
    {
        if (privateReceiver != "")
        {
            chatClient.SendPrivateMessage(privateReceiver, currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    #endregion PrivateChat

    #region Callbacks

    public void DebugReturn(DebugLevel level, string message)
    {
        //throw new System.NotImplementedException();
    }

    public void OnChatStateChange(ChatState state)
    {
        if(state == ChatState.Uninitialized)
        {
            isConnected = false;
            joinChatButton.SetActive(true);
            chatPanel.SetActive(false);
        }
    }

    public void OnConnected()
    {
        Debug.Log("Connected");
        joinChatButton.SetActive(false);
        chatClient.Subscribe(new string[] { "RegionChannel" });
    }

    public void OnDisconnected()
    {
        isConnected = false;
        joinChatButton.SetActive(true);
        chatPanel.SetActive(false);
    }

    public void OnGetMessages(string channelName, string[] senders, object[] messages)
    {
        string msgs = "";
        for (int i = 0; i &lt; senders.Length; i++)
        {
            msgs = string.Format("{0}: {1}", senders[i], messages[i]);

            chatDisplay.text += "\n" + msgs;

            Debug.Log(msgs);
        }

    }

    public void OnPrivateMessage(string sender, object message, string channelName)
    {
        string msgs = "";

        msgs = string.Format("(Private) {0}: {1}", sender, message);

        chatDisplay.text += "\n " + msgs;

        Debug.Log(msgs);
        
    }

    public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
    {
        throw new System.NotImplementedException();
    }

    public void OnSubscribed(string[] channels, bool[] results)
    {
        chatPanel.SetActive(true);
    }

    public void OnUnsubscribed(string[] channels)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserSubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserUnsubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    #endregion Callbacks
}