// Update is called once per frame void Update() { resetState(); if (Canvases != null) { foreach (GameObject canv in Canvases) { if (canv.activeSelf) { canMove = false; } } } //Check if the player can move and is registering input if (canMove) { movement.x = uControls.Player.MovePlayer.ReadValue <Vector2>().x; //Input.GetAxisRaw("Horizontal"); movement.y = uControls.Player.MovePlayer.ReadValue <Vector2>().y; //Input.GetAxisRaw("Vertical"); } else { movement.x = 0; movement.y = 0; } #region Depreciated_mouse_control /* * /////////////////////////////////////////////////////////////////////////////////////////////////////////////////// testing here * if (Input.GetMouseButtonDown(0) == true && RightLeg == true && canMove == true) * { * RightLeg = false; * LeftLeg = true; * countTime = CheckSpeed(countTime); * if (movement.x == 1 && canMoveRight == true) //going right * { * GotoNumberX(rb.position + movement * moveSpeed, canMove); * } * if (movement.x == -1 && canMoveLeft == true) //going left * { * GotoNumberX(rb.position + movement * moveSpeed, canMove); * } * if (movement.y == 1 && canMoveUp == true) //going up * { * GotoNumberY(rb.position + movement * moveSpeed, canMove); * } * if (movement.y == -1 && canMoveDown == true) //going down * { * GotoNumberY(rb.position + movement * moveSpeed, canMove); * } * rb.MovePosition(rb.position + movement * moveSpeed * Time.fixedDeltaTime); * } * if (Input.GetMouseButtonDown(1) == true && LeftLeg == true && canMove == true) * { * RightLeg = true; * LeftLeg = false; * if (movement.x == 1 && canMoveRight == true) //going right * { * GotoNumberX(rb.position + movement * moveSpeed, canMove); * } * if (movement.x == -1 && canMoveLeft == true) //going left * { * GotoNumberX(rb.position + movement * moveSpeed, canMove); * } * if (movement.y == 1 && canMoveUp == true) //going up * { * GotoNumberY(rb.position + movement * moveSpeed, canMove); * } * if (movement.y == -1 && canMoveDown == true) //going down * { * GotoNumberY(rb.position + movement * moveSpeed, canMove); * } * rb.MovePosition(rb.position + movement * moveSpeed * Time.fixedDeltaTime); * } * /////////////////////////////////////////////////////////////////////////////////////////////////////////////////// */ #endregion //Check the states for the walk animation. #region ChecKWalkStates if (movement.x != 0 && movement.y != 0) { if (movement.x < 0) { anim.SetBool("walkingLeft", true); } if (movement.x > 0) { anim.SetBool("walkingRight", true); } } else { if (movement.x != 0) { if (movement.x < 0) { anim.SetBool("walkingLeft", true); } if (movement.x > 0) { anim.SetBool("walkingRight", true); } } if (movement.y != 0) { if (movement.y < 0) { anim.SetBool("walkingForwards", true); } if (movement.y > 0) { anim.SetBool("walkingBackwards", true); } } } #endregion if (movement.x != 0 || movement.y != 0) { walking = true; } else { walking = false; } if (walking && !isPlaying && manager != null && myRoom.getName() != "Outside" && !InvCanvas.activeSelf && !Journal.activeSelf && canMove) { manager.Play("Player Footsteps", true); isPlaying = true; } if (walking && !isPlaying && manager != null && myRoom.getName() == "Outside" && !InvCanvas.activeSelf && !Journal.activeSelf && canMove) { manager.Play("Snow Footsteps", true); isPlaying = true; } else { isPlaying = false; } }