void PlayerMovement() { ////MOVEMENT//// //Positive oder Negative Axis wird gespeichert von dem Horizontal input //GetAxisRaw -1 or 1 moveHorizontal = Input.GetAxisRaw("Horizontal"); //Positive oder Negative Axis wird gespeichert von dem Vertical input //GetAxisRaw -1 or 1 moveVertical = Input.GetAxisRaw("Vertical"); #region Anim DIRECTION //if (moveHorizontal < 0) // playAnimation.Left(); //if (moveHorizontal > 0) // playAnimation.Right(); //if (moveVertical > 0) // playAnimation.Up(); //if (moveVertical < 0) // playAnimation.Down(); //if (moveHorizontal < 0 && moveVertical < 0) // playAnimation.RightUp(); //if (moveHorizontal < 0 && moveVertical > 0) // playAnimation.LeftUp(); //if (moveHorizontal > 0 && moveVertical < 0) // playAnimation.RightDown(); //if (moveHorizontal > 0 && moveVertical > 0) // playAnimation.LeftDown(); #endregion if (moveHorizontal != 0 || moveVertical != 0) { moving = true; } else { moving = !moving; } if (!moving) { #region Anim WASD DIRECTION Vector3 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition); mousePos.z = 0; //need this for Fire Rain //gameObject.transform.position = mousePos; //targetRotation = Quaternion.LookRotation(mousePos); // transform.eulerAngles = Vector3.up * Mathf.MoveTowardsAngle(transform.eulerAngles.y, targetRotation.eulerAngles.y, rotationSpeed * Time.deltaTime); //Debug.DrawRay(transform.position, Vector3.forward, Color.red); if (mousePos.x < (gameObject.transform.position.x + 0.53F) && mousePos.x > (gameObject.transform.position.x - 0.53F) && mousePos.y < gameObject.transform.position.y) { playAnimation.Down(); } if (mousePos.x < (gameObject.transform.position.x + 0.53F) && mousePos.x > (gameObject.transform.position.x - 0.53F) && mousePos.y > gameObject.transform.position.y) { playAnimation.Up(); } if (mousePos.y < (gameObject.transform.position.y + 0.53F) && mousePos.y > (gameObject.transform.position.y - 0.49F) && mousePos.x < gameObject.transform.position.x) { playAnimation.Left(); } if (mousePos.y < (gameObject.transform.position.y + 0.53F) && mousePos.y > (gameObject.transform.position.y - 0.49F) && mousePos.x > gameObject.transform.position.x) { playAnimation.Right(); } if (mousePos.x > (gameObject.transform.position.x + 0.54F) && mousePos.y > (gameObject.transform.position.y + 0.54F)) { playAnimation.RightUp(); } if (mousePos.x > (gameObject.transform.position.x + 0.54F) && mousePos.y < (gameObject.transform.position.y - 0.54F)) { playAnimation.RightDown(); } if (mousePos.x < (gameObject.transform.position.x - 0.54F) && mousePos.y > (gameObject.transform.position.y + 0.54F)) { playAnimation.LeftUp(); } if (mousePos.x < (gameObject.transform.position.x - 0.54F) && mousePos.y < (gameObject.transform.position.y - 0.54F)) { playAnimation.LeftDown(); } #endregion } PlayerRun(disableMovement); }