// Update is called once per frame void Update() { //if (gameLogic.currState != GameLogic.GameState.GAME_RUNNING) //return; //player physical movement movement.x = 0; movement.y = 0; if (Input.GetKey("a")) { movement.x = -1; if (dir == "") { dir = "left"; } else { secdir = "left"; } } else if (Input.GetKey("d")) { movement.x = 1; if (dir == "") { dir = "right"; } else { secdir = "right"; } } if (Input.GetKey("w")) { movement.y = 1; if (dir == "") { dir = "up"; } else { secdir = "up"; } } else if (Input.GetKey("s")) { movement.y = -1; if (dir == "") { dir = "down"; } else { secdir = "down"; } } //override direction if ((dir == "down" && !Input.GetKey("s")) || (dir == "up" && !Input.GetKey("w")) || (dir == "left" && !Input.GetKey("a")) || (dir == "right" && !Input.GetKey("d"))) { dir = secdir; secdir = ""; } if (movement != Vector2.zero) { sprAnim.animating = true; sprAnim.PlayAnim("move_" + dir); } else { if (dir != "") { sprAnim.PlayAnim("idle_" + dir); sprAnim.animating = false; dir = ""; } } Vector2 mousePos = Input.mousePosition; Vector2 targetPos = mainCamera.ScreenToWorldPoint(mousePos); //take pic and add to gallery if (Input.GetMouseButtonUp(0) && srScript.Hit() && srScript.squirrel != null && srScript.squirrel.GetComponent <SquirrelAi>().eating) { Debug.Log("Click!"); //Debug.Log(srScript.squirrel.GetComponent<SquirrelAi>().id); SquirrelAi sqai = srScript.squirrel.GetComponent <SquirrelAi>(); gameLogic.AddSquirrel(sqai.id, sqai.color, sqai.defaultBehavior, sqai.noise, sqai.playerBehavior, FunFact(), sqai.upright); } //show snap ring if (Input.GetMouseButton(0)) { picMode = true; snapRing.SetActive(true); snapRing.transform.position = new Vector3(targetPos.x, targetPos.y, 0); } else { if (picMode) { picMode = false; snapRing.SetActive(false); srScript.curSize = 2.0f; } } Vector2 direction = (targetPos - (Vector2)transform.position).normalized; float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg - 90.0f; if (Input.GetMouseButtonDown(1) && gameLogic.acornCt > 0) { ThrowAcorn(direction, targetPos); } Vector2 changePos = movement * moveSpeed * Time.deltaTime; transform.position += new Vector3(changePos.x, changePos.y, 0); //transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward); Vector2 cameraPos = transform.position; mainCamera.transform.position = new Vector3(cameraPos.x, cameraPos.y + camOffY, -10.0f); }