//controls player movement void Movement() { //check keyboard input //if (Input.anyKey) //{ /**if (Input.GetMouseButton(1)) //Code for mouse movement, 100% needs to be optimized if used * { * Vector2 mousePos = Camera.main.ScreenToViewportPoint(Input.mousePosition); * Vector3 playerPos = Camera.main.WorldToViewportPoint(playerObject.transform.position); * * Vector2 translateVector = mousePos - new Vector2(playerPos.x, playerPos.y); * translateVector.Normalize(); * translateVector /= 10; * * playerObject.transform.Translate(translateVector); * }**/ Vector3 movement = Vector3.zero; //y movement if (Input.GetAxis("LeftStickY") != 0) { movement.y = Input.GetAxis("LeftStickY"); } else if (Input.GetKey(KeyCode.W)) { movement += Vector3.up; } else if (Input.GetKey(KeyCode.S)) { movement += Vector3.down; } //x movement if (Input.GetAxis("LeftStickX") != 0) { movement.x = Input.GetAxis("LeftStickX"); } else if (Input.GetKey(KeyCode.A)) { movement += Vector3.left; } else if (Input.GetKey(KeyCode.D)) { movement += Vector3.right; } if (Input.GetButton("Interact") && canInteract) //Begin Conversation/Interaction { canInteract = false; isInteracting = true; interactingObject.Interact(); } if (Input.GetButton("Special") && !isRolling) //It certainly is special { isRolling = true; } if (movement.magnitude > 1) { movement.Normalize(); } transform.position += movement * speed * Time.deltaTime; }