void Start() { LeVoisin = (voisin)CurrentNode.GetComponent(typeof(voisin)); MySpriteRenderer = this.gameObject.GetComponentInChildren <SpriteRenderer>(); MySprite = MySpriteArray[0]; MySpriteRenderer.sprite = MySprite; //forward = Camera.main.transform.forward; //forward.y = 0; //forward = Vector3.Normalize(forward); //right = Quaternion.Euler(new Vector3(0, 90, 0)) * forward; }
// Update is called once per frame void Update() { //if (Input.anyKey) // Move(); float step = moveSpeed * Time.deltaTime; transform.position = Vector3.MoveTowards(transform.position, TargetNode.transform.position, step); MySpriteRenderer.transform.LookAt(Camera.main.transform.position, Vector3.up); if ((transform.position.x == TargetNode.transform.position.x) && (transform.position.z == TargetNode.transform.position.z)) { CurrentNode = TargetNode; LeVoisin = (voisin)CurrentNode.GetComponent(typeof(voisin)); } while (i < 5) { if ((Input.GetKey(KeyCode.UpArrow)) || (Input.GetKey(KeyCode.DownArrow)) || (Input.GetKey(KeyCode.RightArrow)) || (Input.GetKey(KeyCode.LeftArrow))) { MoveUp(); i++; if ((Input.GetKey(KeyCode.UpArrow)) || (Input.GetKey(KeyCode.DownArrow)) || (Input.GetKey(KeyCode.RightArrow)) || (Input.GetKey(KeyCode.LeftArrow))) { MoveWest(); i++; if ((Input.GetKey(KeyCode.UpArrow)) || (Input.GetKey(KeyCode.DownArrow)) || (Input.GetKey(KeyCode.RightArrow)) || (Input.GetKey(KeyCode.LeftArrow))) { MoveDown(); i++; if ((Input.GetKey(KeyCode.UpArrow)) || (Input.GetKey(KeyCode.DownArrow)) || (Input.GetKey(KeyCode.RightArrow)) || (Input.GetKey(KeyCode.LeftArrow))) { MoveEast(); i++; } } } } i = 0; } }