using System.Collections; using System.Collections.Generic; using UnityEngine; public class Tavernkeeper_controller : MonoBehaviour { public float mvt_speed = 5.0f; //Movement speed Rigidbody2D rigidbody2d; // Last user inputs float horizontal; float vertical; float hands; Animator animator; Vector2 lookDirection = new Vector2(1,0); // Start is called before the first frame update void Start() { rigidbody2d = GetComponent(); animator = GetComponent(); } // Update is called once per frame void Update() { //Read inputs horizontal = Input.GetAxis("Horizontal"); //See Edit/Project setting / Input Manager vertical = Input.GetAxis("Vertical"); // Debug.Log(horizontal); Vector2 move = new Vector2(horizontal, vertical); //Update animation direction if(!Mathf.Approximately(move.x, 0.0f) || !Mathf.Approximately(move.y, 0.0f)) //Movement requested ? { lookDirection.Set(move.x, move.y); //== lookDirection=move lookDirection.Normalize(); } animator.SetFloat("Look X", lookDirection.x); animator.SetFloat("Look Y", lookDirection.y); animator.SetFloat("Speed", move.magnitude); hands = Input.GetAxis("Hand"); // Debug.Log(hands); if(!Mathf.Approximately(hands, 0.0f)) { if(hands>0) { Debug.Log("Left hand"); } else { Debug.Log("Right hand"); } } } // Update used by the Physics engine void FixedUpdate() { //Movement of a physic object Vector2 position = rigidbody2d.position; position.x = position.x + mvt_speed * horizontal * Time.deltaTime; position.y = position.y + mvt_speed * vertical * Time.deltaTime; rigidbody2d.MovePosition(position); //Movement processed by the phyisc engine for Collision, etc. } }