private void Move() { if (canMoveInput) { //if (moveCoolDown <= 0) //{ if (Input.GetKeyUp(KeyCode.UpArrow)) { if (dir != DIRECTION.UP) { dir = DIRECTION.UP; playerAttackPoint.position = position + Vector3.up; //animations playerAnimations.animator.SetFloat("moveX", 0f); playerAnimations.animator.SetFloat("moveY", 1f); } else { //moveCoolDown = 50; canMove = false; moving = true; playerMovePoint.position += Vector3.up; if (!Physics2D.OverlapCircle(playerMovePoint.position, 0.2f, whatStopsMovement)) { position += Vector3.up; playerAttackPoint.position = position + Vector3.up; StartCoroutine(playerAnimations.AnimateWhenMoving()); } else { playerMovePoint.position -= Vector3.up; } } } else if (Input.GetKeyUp(KeyCode.DownArrow)) { if (dir != DIRECTION.DOWN) { dir = DIRECTION.DOWN; playerAttackPoint.position = position + Vector3.down; //animations playerAnimations.animator.SetFloat("moveX", 0f); playerAnimations.animator.SetFloat("moveY", -1f); } else { //moveCoolDown = 50; canMove = false; moving = true; playerMovePoint.position += Vector3.down; if (!Physics2D.OverlapCircle(playerMovePoint.position, 0.2f, whatStopsMovement)) { position += Vector3.down; playerAttackPoint.position = position + Vector3.down; StartCoroutine(playerAnimations.AnimateWhenMoving()); } else { playerMovePoint.position -= Vector3.down; } } } else if (Input.GetKeyUp(KeyCode.LeftArrow)) { if (dir != DIRECTION.LEFT) { dir = DIRECTION.LEFT; playerAttackPoint.position = position + Vector3.left; //animations playerAnimations.animator.SetFloat("moveX", -1f); playerAnimations.animator.SetFloat("moveY", 0f); } else { //moveCoolDown = 50; canMove = false; moving = true; playerMovePoint.position += Vector3.left; if (!Physics2D.OverlapCircle(playerMovePoint.position, 0.2f, whatStopsMovement)) { position += Vector3.left; playerAttackPoint.position = position + Vector3.left; StartCoroutine(playerAnimations.AnimateWhenMoving()); } else { playerMovePoint.position -= Vector3.left; } } } else if (Input.GetKeyUp(KeyCode.RightArrow)) { if (dir != DIRECTION.RIGHT) { dir = DIRECTION.RIGHT; playerAttackPoint.position = position + Vector3.right; //animations playerAnimations.animator.SetFloat("moveX", 1f); playerAnimations.animator.SetFloat("moveY", 0f); } else { //moveCoolDown = 50; canMove = false; moving = true; playerMovePoint.position += Vector3.right; if (!Physics2D.OverlapCircle(playerMovePoint.position, 0.2f, whatStopsMovement)) { position += Vector3.right; playerAttackPoint.position = position + Vector3.right; StartCoroutine(playerAnimations.AnimateWhenMoving()); } else { playerMovePoint.position -= Vector3.right; } } } //} } }