// Update is called once per frame void Update() { //management of interruptable actions (mostly walk to a new place while walking towards another destination) if (canMove) { checkForMoveCommand(); //if the player is trying to use an item on something else, we control where the raycast hits if (selectedItem != null) { //checkForUseObject(); checkForSecondaryAction(); } } //management of actions not interruptable by walking else { //if the player is trying to use an item on something else, we control where the raycast hits if (selectedItem != null) { //checkForUseObject(); checkForSecondaryAction(); } } //if we have to move to target if (move) { goToTarget(); } //ANIMATOR CODE if (move) { if (target.x > transform.position.x) { animator.SetBool("isMovingLeft", false); } else { animator.SetBool("isMovingLeft", true); } animator.SetBool("isMoving", true); } else { animator.SetBool("isMoving", false); } //EXIT PROMPT if (Input.GetKeyUp(KeyCode.Escape)) { exitGui.Activate(); } }