Best WinAppDriver code snippet using Input.TouchSpeed
CameraMove.cs
Source:CameraMove.cs  
...11    private float yMoveDistance;12    private int backValue = 0;13    private int updownValue = 0;14    public GameObject my_Cube;15    public float TouchSpeed = 1;1617    float distance = 0;//触æ§ç¼©æ¾çè·ç¦»18    private float lastDist = 0;//ç¨äºè®¡ç®è§¦æ§ç¼©æ¾19    private float curDist = 0;//ç¨äºè®¡ç®è§¦æ§ç¼©æ¾20    int t;//å¤æç¼©æ¾è§¦æ§2122    public bool IsLock = false;2324    public bool IsTurnAround = false;252627    public bool BigLock = false;28    [SerializeField]29    Transform Min, Max;3031    private void Awake()32    {33        Instance = this;34    }3536    private void Start()37    {38        InvokeRepeating("Timesecond", 0, 0.1f);39    }4041    void Timesecond()42    {43        Lastx = x;44        Lasty = y;45    }4647    void Update()48    {49        //没æè§¦æ¸  50        if (!IsLock)51        {52#if UNITY_EDITOR53            JudgeFinger();54#elif UNITY_STANDALONE_WIN55                   JudgeFinger();56#elif UNITY_IPHONE57                    JudgeFinger();58#elif UNITY_ANDROID59                    JudgeFinger();60#endif6162        }6364        //      if ( (Input.touchCount>1) && (Input.GetTouch(0).phase==TouchPhase.Moved||Input.GetTouch(1).phase==TouchPhase.Moved))65        //{6667        //	var touch1 = Input.GetTouch(0); //ç¬¬ä¸æ ¹ææ68        //	var touch2 = Input.GetTouch(1); //ç¬¬äºæ ¹ææ6970        //	curDist = Vector2.Distance(touch1.position, touch2.position);//两æé´è·7172        //	//彿æç§»å¨æ¶ï¼é置起å§è·ç¦»ä¸ºå½åè·ç¦»73        //	if( t==0 )74        //	{75        //		lastDist = curDist;76        //		t=1;77        //	}78        //	distance=curDist-lastDist;79        //	if (distance > 0) 80        //	{81        //		if (Vector3.Distance (my_Cube.transform.position, transform.position) < 4)82        //			IsLock = true;83        //	}84        //	if (!IsLock)85        //		transform.position = Vector3.MoveTowards (transform.position, my_Cube.transform.position, Time.deltaTime * distance * 0.2f);86        //	else87        //	{88        //		if(distance<0)89        //			IsLock = false;90        //	}91        //	lastDist = curDist;92        //}9394        ////没æè§¦æ§äºä»¶95        //if( Input.touchCount==0 )96        //	t=0;97    }9899    public void JudgeMouse()100    {101        //没æè§¦æ¸  102        if (Input.touchCount <= 0 || Input.touchCount > 1)103        {104            return;105        }106107        if (Input.GetMouseButtonDown(0))108        {109            startFingerPos = Input.GetTouch(0).position;110        }111112        nowFingerPos = Input.GetTouch(0).position;113114        if ((Input.GetTouch(0).phase == TouchPhase.Stationary) || (Input.GetTouch(0).phase == TouchPhase.Ended))115        {116117            startFingerPos = nowFingerPos;118            return;119        }120        if (startFingerPos == nowFingerPos)121        {122            return;123        }124        xMoveDistance = Mathf.Abs(nowFingerPos.x - startFingerPos.x);125126        yMoveDistance = Mathf.Abs(nowFingerPos.y - startFingerPos.y);127128        if (nowFingerPos.x - startFingerPos.x > 0)129        {130            backValue = -1; //沿çXè½´è´æ¹åç§»å¨  131        }132        else133        {134            backValue = 1; //沿çXè½´æ£æ¹åç§»å¨  135        }136137138        if (nowFingerPos.y - startFingerPos.y > 0)139        {140            updownValue = 2; //沿çYè½´æ£æ¹åç§»å¨  141        }142        else143        {144            updownValue = -2; //沿çYè½´è´æ¹åç§»å¨  145        }146147        if (backValue == 1)148        {149            //my_Cube.transform.Rotate(Vector3.up * Time.deltaTime * xMoveDistance*0.6f, Space.World);150            this.transform.Translate(Vector3.left * Time.deltaTime * xMoveDistance * 0.1f * TouchSpeed, Space.World);151        }152        else if (backValue == -1)153        {154            //my_Cube.transform.Rotate(Vector3.up* -1 * Time.deltaTime * xMoveDistance*0.6f, Space.World);155            this.transform.Translate(Vector3.left * -1 * Time.deltaTime * xMoveDistance * 0.1f * TouchSpeed, Space.World);156        }157158        if (updownValue == 2)159        {160            //my_Cube.transform.Rotate(Vector3.up * Time.deltaTime * xMoveDistance*0.6f, Space.World);161            this.transform.Translate(Vector3.forward * Time.deltaTime * yMoveDistance * 0.2f * TouchSpeed, Space.World);162        }163        else if (updownValue == -2)164        {165            //my_Cube.transform.Rotate(Vector3.up* -1 * Time.deltaTime * xMoveDistance*0.6f, Space.World);166            this.transform.Translate(Vector3.forward * -1 * Time.deltaTime * yMoveDistance * 0.2f * TouchSpeed, Space.World);167        }168    }169    float xSave = 1;170    float ySave = 1;171    Transform center;172    Vector3 lookedPosition;173    Quaternion q;174    Vector3 direction;175176177178    float x = 0;179    float y = 0;180    float Lastx = 0;181    float Lasty = 0;182183    public void JudgeFinger()184    {185        //没æè§¦æ¸  186        if (Input.touchCount <= 0 || Input.touchCount > 1)187        {188            return;189        }190191        if ((Input.GetMouseButtonDown(0) || Input.touchCount > 0) && (Input.GetTouch(0).phase == TouchPhase.Began || Input.GetTouch(0).phase == TouchPhase.Moved))192        {193#if IPHONE || ANDROID194			        if (EventSystem.current.IsPointerOverGameObject(Input.GetTouch(0).fingerId))195#else196            if (EventSystem.current.IsPointerOverGameObject(Input.GetTouch(0).fingerId))197#endif198            {199                return;200            }201        }202203        if (Input.GetTouch(0).phase == TouchPhase.Began)204        {205            x = Input.GetTouch(0).position.x * 0.01f * TouchSpeed;206            y = Input.GetTouch(0).position.y * 0.01f * TouchSpeed;207            Lastx = x;208            Lasty = y;209            startFingerPos = Input.GetTouch(0).position;210        }211212        if (Input.touchCount == 1 && Input.GetTouch(0).phase == TouchPhase.Moved)213        {214            x = Input.GetTouch(0).position.x * 0.01f * TouchSpeed;215            y = Input.GetTouch(0).position.y * 0.01f * TouchSpeed;216        }217218        nowFingerPos = Input.GetTouch(0).position;219220        if ((Input.GetTouch(0).phase == TouchPhase.Stationary) || (Input.GetTouch(0).phase == TouchPhase.Ended))221        {222223            startFingerPos = nowFingerPos;224            return;225        }226        if (startFingerPos == nowFingerPos)227        {228            return;229        }
...InfiniteScrollingList.cs
Source:InfiniteScrollingList.cs  
1//https://github.com/rnjsxorwns12/unity-infinite-scrolling-list2using System;3using System.Collections.Generic;4using UnityEngine;5[ExecuteInEditMode]6public class InfiniteScrollingList : MonoBehaviour7{8    [Serializable]9    class Position10    {11        [Range(0, 1)]12        public float left;13        [Range(0, 1)]14        public float right;15        [Range(0, 1)]16        public float top;17        [Range(0, 1)]18        public float bottom;19        public Position(float left, float right, float top, float bottom)20        {21            this.left = left;22            this.right = right;23            this.top = top;24            this.bottom = bottom;25        }26        public Position() : this(0, 0, 0, 0) { }27    }28    [Serializable]29    class Item30    {31        [Range(0.01f, 1)]32        public float height = 0.1f;33        [Range(0, 1)]34        public float interval = 0.01f;35        public Texture backgroundNormal;36        public Texture backgroundSelected;37        public Position padding = new Position();38        public TextAnchor textAnchor = TextAnchor.MiddleCenter;39        public Font font;40        public FontStyle fontStyle = FontStyle.Normal;41        public Color fontColorNormal = Color.gray;42        public Color fontColorSelected = Color.white;43    }44    public static InfiniteScrollingList Instance;45    public delegate void SelectedIndexChangedEvent(int index);46    private SelectedIndexChangedEvent selectedIndexChangedEvent;47    [SerializeField, Range(0,1)]48    private float pivot = 0.5f;49    [SerializeField]50    private Position margin = new Position();51    [SerializeField]52    private Position padding = new Position();53    [SerializeField]54    private Texture background;55    [SerializeField]56    private Item item = new Item();57    private GUIStyle labelStyle = new GUIStyle();58    private float drawPosition;59    private float marqueeEnd;60    private float marqueePos;61    private float touchPos;62    private float touchTime;63    private float touchSpeed;64    private int selectedIndex = -1;65    [HideInInspector]66    public List<string> List;6768    public SelectedIndexChangedEvent SelectedIndexChanged69    {70        set{ selectedIndexChangedEvent = value; }71    }72    public int SelectedIndex73    {74        get { return GetIndex(drawPosition); }75        set76        {77            if (List == null || value < 0 || value >= List.Count) return;78            DrawPosition = Screen.height * Mathf.Max(0, 1 - margin.bottom - margin.top) * (item.height + item.interval) * value;79            CheckIfSelectedIndexChanged();80        }81    }8283    private float DrawPosition84    {85        set86        {87            int drawSize = 1;88            if (List != null) drawSize = Mathf.Max(drawSize, List.Count);89            float limit = Screen.height * Mathf.Max(0, 1 - margin.bottom - margin.top) * (item.height + item.interval) * drawSize;90            value %= limit;91            if (value < 0) value += limit;92            drawPosition = value;93        }94    }9596    private void Awake()97    {98        Instance = this;99    }100101    void OnGUI()102    {103        Rect bg = new Rect(104            Screen.width * margin.left,105            Screen.height * margin.top,106            Screen.width * Mathf.Max(0, 1 - margin.right - margin.left),107            Screen.height * Mathf.Max(0, 1 - margin.bottom - margin.top)108        );109        if (bg.width == 0 || bg.height == 0) return;110        if (background != null) GUI.DrawTexture(bg, background);111        Rect rect = new Rect(112            bg.width * padding.left,113            bg.height * padding.top,114            bg.width * Mathf.Max(0, 1 - padding.right - padding.left),115            bg.height * Mathf.Max(0, 1 - padding.bottom - padding.top)116        );117        if (rect.width == 0 || rect.height == 0) return;118        GUI.BeginGroup(bg);119        GUI.BeginGroup(rect);120        float itemHeight = bg.height * item.height;121        float itemTotalHeight = itemHeight + bg.height * item.interval;122        float currY = drawPosition + itemTotalHeight / 2 - bg.height * pivot + rect.y;123        int currIndex = (int)((drawPosition + itemTotalHeight / 2) / itemTotalHeight);124        labelStyle.font = item.font;125        labelStyle.fontStyle = item.fontStyle;126        labelStyle.alignment = item.textAnchor;127        labelStyle.fontSize = (int)(itemHeight * Mathf.Max(0, 1 - item.padding.bottom - item.padding.top));128        for (int i = -Mathf.CeilToInt((currIndex * itemTotalHeight - currY) / itemTotalHeight); i <= Mathf.CeilToInt((currY + rect.height - (currIndex + 1) * itemTotalHeight) / itemTotalHeight) ; i++)129        {130            float y = (currIndex + i) * itemTotalHeight;131            Texture itemBg = i == 0 ? item.backgroundSelected : item.backgroundNormal;132            if (itemBg != null) GUI.DrawTexture(new Rect(0, y - currY + (itemTotalHeight - itemHeight) / 2, rect.width, itemHeight), itemBg);133            if (List != null && List.Count > 0)134            {135                Rect itemContentRect = new Rect(136                    rect.width * item.padding.left,137                    y - currY + (itemTotalHeight - itemHeight) / 2 + itemHeight * item.padding.top,138                    rect.width * Mathf.Max(0, 1 - item.padding.right - item.padding.left),139                    labelStyle.fontSize140                );141                GUI.BeginGroup(itemContentRect);142                labelStyle.normal.textColor = i == 0 ? item.fontColorSelected : item.fontColorNormal;143                string content = List[GetIndexInRange(currIndex + i)];144                bool marquee = false;145                if (i == 0)146                {147                    float contentWidth = labelStyle.CalcSize(new GUIContent(content)).x;148                    if (itemContentRect.width < contentWidth)149                    {150                        marqueeEnd = contentWidth;151                        marquee = true;152                    }153                    else marqueeEnd = 0;154                }155                GUI.Label(new Rect(marquee ? -marqueePos : 0, 0, marquee ? marqueeEnd : itemContentRect.width, itemContentRect.height), content, labelStyle);156                GUI.EndGroup();157            }158        }159        GUI.EndGroup();160        GUI.EndGroup();161    }162163    private int GetIndexInRange(int indexOutOfRange)164    {165        int index = indexOutOfRange % List.Count;166        if (index < 0) index += List.Count;167        return index;168    }169170    private int GetIndex(float drawPosition)171    {172        if (List != null && List.Count > 0)173        {174            float itemTotalHeight = Screen.height * Mathf.Max(0, 1 - margin.bottom - margin.top) * (item.height + item.interval);175            return GetIndexInRange((int)((drawPosition + itemTotalHeight / 2) / itemTotalHeight));176        }177        return -1;178    }179    private void CheckIfSelectedIndexChanged()180    {181        if (selectedIndex != SelectedIndex) SelectedIndexChange(SelectedIndex);182    }183    private void SelectedIndexChange(int index)184    {185        selectedIndex = index;186        if (index < 0) return;187        marqueePos = 0;188        selectedIndexChangedEvent?.Invoke(index);189    }190    private int touchId = -1;191    private bool Touch(Vector3 pos)192    {193        float x = Screen.width * margin.left;194        float width = Screen.width * Mathf.Max(0, 1 - margin.right - margin.left);195        float y = Screen.height * margin.bottom;196        float height = Screen.height * Mathf.Max(0, 1 - margin.bottom - margin.top);197        return x < pos.x && pos.x < x + width && y < pos.y && pos.y < y + height;198    }199    private void Update()200    {201#if UNITY_EDITOR || !(UNITY_ANDROID || UNITY_IOS)202        if (Input.GetMouseButtonDown(0) && Touch(Input.mousePosition))203        {204            touchTime = Time.deltaTime;205            touchSpeed = 0;206            touchPos = Input.mousePosition.y;207            touchId = 0;208        }209        else if (touchId == 0)210        {211            if (Input.GetMouseButton(0))212            {213                float mouseDeltaPos = Input.mousePosition.y - touchPos;214                touchPos = Input.mousePosition.y;215                DrawPosition = drawPosition + mouseDeltaPos;216                if (touchSpeed == 0 || (touchSpeed > 0 && mouseDeltaPos > 0) || (touchSpeed < 0 && mouseDeltaPos < 0))217                {218                    touchSpeed += mouseDeltaPos;219                    touchTime += Time.deltaTime;220                }221                else222                {223                    touchSpeed = mouseDeltaPos;224                    touchTime = Time.deltaTime;225                }226            }227            else if (Input.GetMouseButtonUp(0))228            {229                touchSpeed /= touchTime;230                touchPos = touchSpeed;231                touchTime = 0;232                touchId = -1;233            }234        }235#else236        foreach (Touch t in Input.touches)237        {238            if (t.phase == TouchPhase.Began && Touch(t.position))239            {240                touchTime = Time.deltaTime;241                touchSpeed = 0;242                touchPos = Input.mousePosition.y;243                touchId = t.fingerId;244            }245            else if (touchId == t.fingerId)246            {247                if (t.phase == TouchPhase.Ended || t.phase == TouchPhase.Canceled)248                {249                    touchSpeed /= touchTime;250                    touchPos = touchSpeed;251                    touchTime = 0;252                    touchId = -1;253                }254                else255                {256                    float mouseDeltaPos = Input.mousePosition.y - touchPos;257                    touchPos = Input.mousePosition.y;258                    DrawPosition = drawPosition + mouseDeltaPos;259                    if (touchSpeed == 0 || (touchSpeed > 0 && mouseDeltaPos > 0) || (touchSpeed < 0 && mouseDeltaPos < 0))260                    {261                        touchSpeed += mouseDeltaPos;262                        touchTime += Time.deltaTime;263                    }264                    else265                    {266                        touchSpeed = mouseDeltaPos;267                        touchTime = Time.deltaTime;268                    }269                }270            }271        }272#endif273        if (touchTime == 0)274        {275            DrawPosition = drawPosition + touchSpeed * Time.deltaTime;276            float mouseSpeedTemp = touchSpeed - touchPos * Time.deltaTime;277            if (touchSpeed < 0) touchSpeed = Mathf.Min(0, mouseSpeedTemp);278            else if (touchSpeed > 0) touchSpeed = Mathf.Max(0, mouseSpeedTemp);279        }280        CheckIfSelectedIndexChanged();281        marqueePos += labelStyle.fontSize * 2 * Time.deltaTime;282        if (marqueePos > marqueeEnd) marqueePos = 0;283    }284}
...BlindController.cs
Source:BlindController.cs  
1using UnityEngine;2using System;3using UnityEngine.UI;4using System.Collections;5public class BlindController : MonoBehaviour6{7    //Vector2 touchPos;8    public float maxLocalY;9    public float minLocalY;10    //Touch speed but also direction with + and -11    public float touchSpeed;12    public float touchSpeedReq;13    Vector2 setPos;14    Vector2 refVector;15    public float smoothAmount;16    public bool dragging;17    public bool blindOpen;18    public float yPosTop;19    public float yPosBot;20    public float ypsps;21    void Start()22    {23    }24    void Update()25    {26        if (transform.localPosition.y > (yPosTop + yPosBot) / 2f)27            blindOpen = false;28        else29            blindOpen = true;30    }31    void LateUpdate()32    {33        if (!dragging)34        {35            transform.localPosition = Vector2.SmoothDamp(transform.localPosition, setPos, ref refVector, smoothAmount, Mathf.Infinity, Mathf.Abs(touchSpeed) / 100f * Time.fixedDeltaTime);36        }37        else38        {39            touchSpeed = Input.touches[0].deltaPosition.y / Input.touches[0].deltaTime;40            transform.localPosition = new Vector2(transform.localPosition.x, transform.localPosition.y + (Input.touches[0].deltaPosition.y/1.525f));41            if (transform.localPosition.y <= maxLocalY - 25f)42            {43                transform.localPosition = new Vector2(transform.localPosition.x, yPosBot - 25f);44                blindOpen = false;45            }46            if (transform.localPosition.y >= minLocalY + 25f)47            {48                transform.localPosition = new Vector2(transform.localPosition.x, yPosTop + 25f);49                blindOpen = true;50            }51            ypsps = Input.touches[0].deltaPosition.y;52        }53    }54    public void OnDrag()55    {56        dragging = true;57    }58    public void OnRelease()59    {60        if (Mathf.Abs(touchSpeed) > touchSpeedReq)61        {62            if (touchSpeed > 0)63                setPos = new Vector2(transform.localPosition.x, yPosTop);64            else65                setPos = new Vector2(transform.localPosition.x, yPosBot);66        }67        else68        {69            if(transform.position.y >= (yPosTop + yPosBot) / 2)70                setPos = new Vector2(transform.localPosition.x, yPosTop);71            else72                setPos = new Vector2(transform.localPosition.x, yPosBot);73            touchSpeed = 1000f;74        }75        dragging = false;76    }77}...TouchSpeed
Using AI Code Generation
1using UnityEngine;2using System.Collections;3using UnityEngine.UI;4using UnityEngine.EventSystems;5using UnityEngine.Events;6using UnityEngine.InputSystem;7{8    public float speed;9    public Text speedText;10    public float speedTime;11    public float speedTimeStart;12    public bool speedStart;13    public bool speedEnd;14    public bool speedStart2;15    public bool speedEnd2;16    public bool speedStart3;17    public bool speedEnd3;18    public bool speedStart4;19    public bool speedEnd4;20    public bool speedStart5;21    public bool speedEnd5;22    public bool speedStart6;23    public bool speedEnd6;24    public bool speedStart7;25    public bool speedEnd7;26    public bool speedStart8;27    public bool speedEnd8;28    public bool speedStart9;29    public bool speedEnd9;30    public bool speedStart10;31    public bool speedEnd10;32    public bool speedStart11;33    public bool speedEnd11;34    public bool speedStart12;35    public bool speedEnd12;36    public bool speedStart13;37    public bool speedEnd13;38    public bool speedStart14;39    public bool speedEnd14;40    public bool speedStart15;41    public bool speedEnd15;42    public bool speedStart16;43    public bool speedEnd16;44    public bool speedStart17;45    public bool speedEnd17;46    public bool speedStart18;47    public bool speedEnd18;48    public bool speedStart19;49    public bool speedEnd19;50    public bool speedStart20;51    public bool speedEnd20;52    public bool speedStart21;53    public bool speedEnd21;54    public bool speedStart22;55    public bool speedEnd22;56    public bool speedStart23;57    public bool speedEnd23;58    public bool speedStart24;59    public bool speedEnd24;60    public bool speedStart25;61    public bool speedEnd25;62    public bool speedStart26;63    public bool speedEnd26;64    public bool speedStart27;65    public bool speedEnd27;66    public bool speedStart28;67    public bool speedEnd28;68    public bool speedStart29;69    public bool speedEnd29;70    public bool speedStart30;71    public bool speedEnd30;72    public bool speedStart31;73    public bool speedEnd31;TouchSpeed
Using AI Code Generation
1using UnityEngine;2using System.Collections;3{4    public float speed = 1.0f;5    public float acceleration = 1.0f;6    public float deceleration = 1.0f;7    private float currentSpeed = 0.0f;8    private float targetSpeed = 0.0f;9    void Update()10    {11        float oldSpeed = currentSpeed;12        if (Input.touchCount > 0)13        {14            targetSpeed = speed;15        }16        {17            targetSpeed = 0;18        }19        if (currentSpeed < targetSpeed)20        {21            currentSpeed += acceleration * Time.deltaTime;22        }23        {24            currentSpeed -= deceleration * Time.deltaTime;25        }26        if (currentSpeed < 0)27        {28            currentSpeed = 0;29        }30        transform.Rotate(Vector3.up, currentSpeed * Time.deltaTime);31    }32}33using UnityEngine;34using System.Collections;35{36    public float speed = 1.0f;37    public float acceleration = 1.0f;38    public float deceleration = 1.0f;39    private float currentSpeed = 0.0f;40    private float targetSpeed = 0.0f;41    void Update()42    {43        float oldSpeed = currentSpeed;44        if (Input.touchCount > 0)45        {46            targetSpeed = speed;47        }48        {49            targetSpeed = 0;50        }51        if (currentSpeed < targetSpeed)52        {53            currentSpeed += acceleration * Time.deltaTime;54        }55        {56            currentSpeed -= deceleration * Time.deltaTime;57        }58        if (currentSpeed < 0)59        {60            currentSpeed = 0;61        }62        transform.Rotate(Vector3.up, currentSpeed * Time.deltaTime);63    }64}65using UnityEngine;66using System.Collections;67{68    public float speed = 1.0f;69    public float acceleration = 1.0f;70    public float deceleration = 1.0f;71    private float currentSpeed = 0.0f;TouchSpeed
Using AI Code Generation
1using UnityEngine;2using System.Collections;3using UnityEngine.UI;4using UnityEngine.EventSystems;5using UnityEngine.Events;6using UnityEngine.InputSystem;7using UnityEngine.InputSystem.Controls;8using UnityEngine.InputSystem.Interactions;9{10    public float speed = 0;11    public float speed2 = 0;12    public float speed3 = 0;13    public float speed4 = 0;14    public float speed5 = 0;15    public float speed6 = 0;16    public float speed7 = 0;17    public float speed8 = 0;18    public float speed9 = 0;19    public float speed10 = 0;20    public float speed11 = 0;21    public float speed12 = 0;22    public float speed13 = 0;23    public float speed14 = 0;24    public float speed15 = 0;25    public float speed16 = 0;26    public float speed17 = 0;27    public float speed18 = 0;28    public float speed19 = 0;29    public float speed20 = 0;30    public float speed21 = 0;31    public float speed22 = 0;32    public float speed23 = 0;33    public float speed24 = 0;34    public float speed25 = 0;35    public float speed26 = 0;36    public float speed27 = 0;37    public float speed28 = 0;38    public float speed29 = 0;39    public float speed30 = 0;40    public float speed31 = 0;41    public float speed32 = 0;42    public float speed33 = 0;43    public float speed34 = 0;44    public float speed35 = 0;45    public float speed36 = 0;46    public float speed37 = 0;47    public float speed38 = 0;48    public float speed39 = 0;49    public float speed40 = 0;50    public float speed41 = 0;51    public float speed42 = 0;52    public float speed43 = 0;53    public float speed44 = 0;54    public float speed45 = 0;55    public float speed46 = 0;56    public float speed47 = 0;57    public float speed48 = 0;58    public float speed49 = 0;59    public float speed50 = 0;TouchSpeed
Using AI Code Generation
1using UnityEngine;2using UnityEngine.UI;3using UnityEngine.InputSystem;4using UnityEngine.InputSystem.EnhancedTouch;5using UnityEngine.InputSystem.Users;6using UnityEngine.InputSystem.Controls;7{8    public Text speedText;9    public Text speedText2;10    public Text speedText3;11    public Text speedText4;12    public Text speedText5;13    public Text speedText6;14    public Text speedText7;15    public Text speedText8;16    public Text speedText9;17    public Text speedText10;18    public Text speedText11;19    public Text speedText12;20    public Text speedText13;21    public Text speedText14;22    public Text speedText15;23    public Text speedText16;24    public Text speedText17;25    public Text speedText18;26    public Text speedText19;27    public Text speedText20;28    public Text speedText21;29    public Text speedText22;30    public Text speedText23;31    public Text speedText24;32    public Text speedText25;33    public Text speedText26;34    public Text speedText27;35    public Text speedText28;36    public Text speedText29;37    public Text speedText30;38    public Text speedText31;39    public Text speedText32;40    public Text speedText33;41    public Text speedText34;42    public Text speedText35;43    public Text speedText36;44    public Text speedText37;45    public Text speedText38;46    public Text speedText39;47    public Text speedText40;48    public Text speedText41;49    public Text speedText42;50    public Text speedText43;51    public Text speedText44;52    public Text speedText45;53    public Text speedText46;54    public Text speedText47;55    public Text speedText48;56    public Text speedText49;57    public Text speedText50;58    public Text speedText51;59    public Text speedText52;60    public Text speedText53;61    public Text speedText54;62    public Text speedText55;63    public Text speedText56;64    public Text speedText57;65    public Text speedText58;66    public Text speedText59;67    public Text speedText60;68    public Text speedText61;69    public Text speedText62;70    public Text speedText63;71    public Text speedText64;72    public Text speedText65;TouchSpeed
Using AI Code Generation
1using System.Collections;2using System.Collections.Generic;3using UnityEngine;4using UnityEngine.InputSystem;5{6    public Vector2 touchPosition;7    public Vector2 touchSpeed;8    public void OnTouch(InputAction.CallbackContext context)9    {10        touchPosition = context.ReadValue<Vector2>();11    }12    public void OnTouchSpeed(InputAction.CallbackContext context)13    {14        touchSpeed = context.ReadValue<Vector2>();15    }16}17using System.Collections;18using System.Collections.Generic;19using UnityEngine;20using UnityEngine.InputSystem;21{22    public Vector2 touchPosition;23    public Vector2 touchSpeed;24    public void OnTouch(InputAction.CallbackContext context)25    {26        touchPosition = context.ReadValue<Vector2>();27    }28    public void OnTouchSpeed(InputAction.CallbackContext context)29    {30        touchSpeed = context.ReadValue<Vector2>();31    }32}33using System.Collections;34using System.Collections.Generic;35using UnityEngine;36using UnityEngine.InputSystem;37{38    public Vector2 touchPosition;39    public Vector2 touchSpeed;40    public void OnTouch(InputAction.CallbackContext context)41    {42        touchPosition = context.ReadValue<Vector2>();43    }44    public void OnTouchSpeed(InputAction.CallbackContext context)45    {46        touchSpeed = context.ReadValue<Vector2>();47    }48}49using System.Collections;50using System.Collections.Generic;51using UnityEngine;52using UnityEngine.InputSystem;53{54    public Vector2 touchPosition;55    public Vector2 touchSpeed;56    public void OnTouch(InputAction.CallbackContext context)57    {58        touchPosition = context.ReadValue<Vector2>();59    }60    public void OnTouchSpeed(InputAction.CallbackContext context)61    {62        touchSpeed = context.ReadValue<Vector2>();63    }64}65using System.Collections;66using System.Collections.Generic;67using UnityEngine;68using UnityEngine.InputSystem;69{70    public Vector2 touchPosition;71    public Vector2 touchSpeed;72    public void OnTouch(InputAction.CallbackContext context)73    {74        touchPosition = context.ReadValue<Vector2>();TouchSpeed
Using AI Code Generation
1using UnityEngine;2using System.Collections;3public class TouchSpeed : MonoBehaviour {4private Vector2 touchDeltaPosition;5void Update () {6touchDeltaPosition = Input.GetTouch(0).deltaPosition;7}8}9using UnityEngine;10using System.Collections;11public class TouchSpeed : MonoBehaviour {12private Vector2 touchDeltaPosition;13void Update () {14touchDeltaPosition = Input.GetTouch(0).deltaPosition;15}16}17using UnityEngine;18using System.Collections;19public class TouchSpeed : MonoBehaviour {20private Vector2 touchDeltaPosition;21void Update () {22touchDeltaPosition = Input.GetTouch(0).deltaPosition;23}24}25using UnityEngine;26using System.Collections;27public class TouchSpeed : MonoBehaviour {28private Vector2 touchDeltaPosition;29void Update () {30touchDeltaPosition = Input.GetTouch(0).deltaPosition;31}32}33using UnityEngine;34using System.Collections;35public class TouchSpeed : MonoBehaviour {36private Vector2 touchDeltaPosition;37void Update () {38touchDeltaPosition = Input.GetTouch(0).deltaPosition;39}40}41using UnityEngine;42using System.Collections;43public class TouchSpeed : MonoBehaviour {44private Vector2 touchDeltaPosition;45void Update () {46touchDeltaPosition = Input.GetTouch(0).deltaPosition;47}48}49using UnityEngine;50using System.Collections;51public class TouchSpeed : MonoBehaviour {52private Vector2 touchDeltaPosition;53void Update () {54touchDeltaPosition = Input.GetTouch(0).deltaPosition;55}56}57using UnityEngine;58using System.Collections;59public class TouchSpeed : MonoBehaviour {60private Vector2 touchDeltaPosition;61void Update () {62touchDeltaPosition = Input.GetTouch(0).deltaPosition;63}64}65using UnityEngine;66using System.Collections;67public class TouchSpeed : MonoBehaviour {68private Vector2 touchDeltaPosition;69void Update () {70touchDeltaPosition = Input.GetTouch(0TouchSpeed
Using AI Code Generation
1using UnityEngine;2using System.Collections;3{4    private Vector2 touchStart;5    private Vector2 touchEnd;6    private float swipeTime;7    private float swipeDistance;8    private float swipeSpeed;9    private float swipeSpeedX;10    private float swipeSpeedY;11    private void Update()12    {13        if (Input.touchCount > 0)14        {15            Touch touch = Input.GetTouch(0);16            if (touch.phase == TouchPhase.Began)17            {18                touchStart = touch.position;19                touchEnd = touch.position;20            }21            else if (touch.phase == TouchPhase.Moved)22            {23                touchEnd = touch.position;24            }25            else if (touch.phase == TouchPhase.Ended)26            {27                touchEnd = touch.position;28                swipeTime = touch.deltaTime;29                swipeDistance = Vector2.Distance(touchStart, touchEnd);30                swipeSpeed = swipeDistance / swipeTime;31                swipeSpeedX = Mathf.Abs(touchEnd.x - touchStart.x) / swipeTime;32                swipeSpeedY = Mathf.Abs(touchEnd.y - touchStart.y) / swipeTime;33                Debug.Log("Swipe Speed: " + swipeSpeed);34                Debug.Log("Swipe Speed X: " + swipeSpeedX);35                Debug.Log("Swipe Speed Y: " + swipeSpeedY);36            }37        }38    }39}40using UnityEngine;41using System.Collections;42{43    private Vector2 touchStart;44    private Vector2 touchEnd;45    private float swipeTime;46    private float swipeDistance;47    private float swipeSpeed;48    private float swipeSpeedX;49    private float swipeSpeedY;50    private void Update()51    {52        if (Input.touchCount > 0)53        {54            Touch touch = Input.GetTouch(0);55            if (touch.phase == TouchPhase.Began)56            {57                touchStart = touch.position;58                touchEnd = touch.position;59            }60            else if (touch.phase == TouchPhase.Moved)61            {62                touchEnd = touch.position;63            }64            else if (touch.phase == TouchPhase.Ended)65            {66                touchEnd = touch.position;67                swipeTime = touch.deltaTime;68                swipeDistance = Vector2.Distance(touchStart, touchEnd);69                swipeSpeed = swipeDistance / swipeTime;70                swipeSpeedX = Mathf.Abs(touchEndTouchSpeed
Using AI Code Generation
1using UnityEngine;2using System.Collections;3using TouchSpeed;4public class 1 : MonoBehaviour {5    public float speed;6    void Start () {7        speed = 0.1f;8    }9    void Update () {10        if (Input.touchCount > 0) {11            Touch touch = Input.GetTouch (0);12            Vector2 touchDeltaPosition = touch.deltaPosition;13            transform.Translate (-touchDeltaPosition.x * speed, -touchDeltaPosition.y * speed, 0);14        }15    }16}17using UnityEngine;18using System.Collections;19using TouchSpeed;20public class 2 : MonoBehaviour {21    public float speed;22    void Start () {23        speed = 0.1f;24    }25    void Update () {26        if (Input.touchCount > 0) {27            Touch touch = Input.GetTouch (0);28            Vector2 touchDeltaPosition = touch.deltaPosition;29            transform.Translate (-touchDeltaPosition.x * speed, -touchDeltaPosition.y * speed, 0);30        }31    }32}33using UnityEngine;34using System.Collections;35using TouchSpeed;36public class 3 : MonoBehaviour {37    public float speed;38    void Start () {39        speed = 0.1f;40    }41    void Update () {42        if (Input.touchCount > 0) {43            Touch touch = Input.GetTouch (0);44            Vector2 touchDeltaPosition = touch.deltaPosition;45            transform.Translate (-touchDeltaPosition.x * speed, -touchDeltaPosition.y * speed, 0);46        }47    }48}49using UnityEngine;50using System.Collections;51using TouchSpeed;52public class 4 : MonoBehaviour {53    public float speed;54    void Start () {55        speed = 0.1f;56    }57    void Update () {58        if (Input.touchCount > 0) {59            Touch touch = Input.GetTouch (0);60            Vector2 touchDeltaPosition = touch.deltaPosition;61            transform.Translate (-touchDeltaPosition.x * speed, -touchDeltaPosition.y * speed, 0);62        }63    }64}TouchSpeed
Using AI Code Generation
1using UnityEngine;2using UnityEngine.UI;3using UnityEngine.EventSystems;4using UnityEngine.Events;5using UnityEngine.InputSystem;6{7    float speed = 0;8    float distance = 0;9    float time = 0;10    void Update()11    {12        if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Moved)13        {14            distance = Input.GetTouch(0).deltaPosition.magnitude;15            time = Input.GetTouch(0).deltaTime;16            speed = distance / time;17            Debug.Log("Speed: " + speed);18        }19    }20}21using UnityEngine;22using UnityEngine.UI;23using UnityEngine.EventSystems;24using UnityEngine.Events;25using UnityEngine.InputSystem;26{27    float speed = 0;28    float distance = 0;29    float time = 0;30    void Update()31    {32        if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Moved)33        {34            distance = Input.GetTouch(0).deltaPosition.magnitude;35            time = Input.GetTouch(0).deltaTime;36            speed = distance / time;37            Debug.Log("Speed: " + speed);38        }39    }40}41using UnityEngine;42using UnityEngine.UI;43using UnityEngine.EventSystems;44using UnityEngine.Events;45using UnityEngine.InputSystem;46{47    float speed = 0;48    float distance = 0;49    float time = 0;50    void Update()51    {52        if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Moved)53        {54            distance = Input.GetTouch(0).deltaPosition.magnitude;55            time = Input.GetTouch(0).deltaTime;56            speed = distance / time;57            Debug.Log("Speed: " + speed);58        }59    }60}61using UnityEngine;62using UnityEngine.UI;63using UnityEngine.EventSystems;64using UnityEngine.Events;65using UnityEngine.InputSystem;66{67    float speed = 0;68    float distance = 0;69    float time = 0;70    void Update()71    {72        if (Input.touchCount >Learn to execute automation testing from scratch with LambdaTest Learning Hub. Right from setting up the prerequisites to run your first automation test, to following best practices and diving deeper into advanced test scenarios. LambdaTest Learning Hubs compile a list of step-by-step guides to help you be proficient with different test automation frameworks i.e. Selenium, Cypress, TestNG etc.
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