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Okay, I am almost finished with my 2d rpg click to move game. I only have one problem, you see I'm having problems with my animation when it come to the Y-axis. Let me further explain. If you look at this video[^]you will be able to see that when I click forward my player, once it gets to it's position, face the wrong direction rather than facing straight towards the players. To make myself more clearer, this is an image[^] of the sprite sheet I am currently using, as you can see it has 8 directions. When you click here[^] (in the game), my player would walk down and face this direction[^] or this direction[^], rather than facing this direction[^] (the normal/preferred position). This also happens when I click here[^] (in the game) my player would walk up and face this direction[^] or face this direction[^], rather than facing this direction[^]. How can I make sure that my player face the right direction once it reached it's destination. Again this is only occurring within the Y-axis, so walking along the X-axis is fine.

C#
    private Animator anim;
	public float speed = 15f;
	private Vector3 target;
	private bool touched;
	private bool playerMovementRef;

	
	
	void Start () {
		target = transform.position;
		anim = GetComponent<Animator> ();
	}
	
	
	void Update () {
		if (Input.GetMouseButtonDown (0)) {
			Vector3 mousePosition = Input.mousePosition;
			mousePosition.z = 10; // distance from the camera
			target = Camera.main.ScreenToWorldPoint (mousePosition);
			target.z = transform.position.z;


			var movementDirection = (target - transform.position).normalized;
			Vector3 animDirection = Vector3.zero;
			if (movementDirection.sqrMagnitude > 0)
			{
				// Use >= to default to horizontal on both being equal
				if (movementDirection.x > movementDirection.y) 
					animDirection.x = 1;
				else
					animDirection.y = 1;
			
				anim.SetBool ("walking", true);
				anim.SetFloat ("SpeedX", movementDirection.x);
				anim.SetFloat ("SpeedY", movementDirection.y);
				
				if (movementDirection.x < 0) {
					anim.SetFloat ("LastMoveX", -1f);
				} else if (movementDirection.x > 0) {
					anim.SetFloat ("LastMoveX", 1f);
				} else {
					anim.SetFloat ("LastMoveX", 0f);
				}
				if (movementDirection.y > 0) {
					anim.SetFloat ("LastMoveY", 1f);
				} else if (movementDirection.y < 0) {
					anim.SetFloat ("LastMoveY", -1f);
				} else {
					anim.SetFloat ("LastMoveY", 0f);
				}
			}
		} else {
			if (Mathf.Approximately (transform.position.x, target.x) && Mathf.Approximately (transform.position.y, target.y)) {
				touched = false;
				anim.SetBool ("walking", false);
			} else {
				transform.position = Vector3.MoveTowards (transform.position, target, speed * Time.deltaTime);
			}
		}
	}
}


What I have tried:

I tried using debug.log, but it wasn't giving me actual results that I can use.
I have also looked at this tutorial: https://www.youtube.com/watch?v=7URRg8J6mz8, but it didn't really show me how to fix this bug!!
Posted

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