Okay. So I understand how to disable diagonal movement, but what I want to do is switch between them for every step. So If I hold Left and Up, the character with go left one, then up, then left again. Kinda like a staircase movement. Here's what I've got so far:
private void Update()
{
if (!isMoving)
{
input.x = Input.GetAxisRaw("Horizontal");
input.y = Input.GetAxisRaw("Vertical");
if (input.y != 0) input.x = 0;
if (input != Vector2.zero)
{
var targetPos = transform.position;
targetPos.x = input.x;
targetPos.y = input.y;
StartCoroutine(Move(targetPos));
}
}
}
IEnumerator Move(Vector3 targetPos)
{
isMoving = true;
while ((targetPos - transform.position).sqrMagnitude > Mathf.Epsilon)
{
transform.position = Vector3.MoveTowards(transform.position, targetPos, moveSpeed * Time.deltaTime);
yield return null;
}
transform.position = targetPos;
isMoving = false;
}
}
CodePudding user response:
You can toggle Booleans by setting them to "!" and you can also set variables based on booleans, like so:
boolean ? trueValue : falseValue;
int isOneIfTrue = (1 == 0) ? 1 : 0;
bool toggle = false; //true = moveUp | false = moveLeft
IEnumerator Move(Vector3 targetPos)
{
isMoving = true;
var targetPosX = targetPos;//<avoid the "new" keyword
var targetPosY = targetPos;
targetPosX.y = transform.position.y;//<reset the y for X
targetPosY.x = transform.position.x;// and x for Y
targetPosY.y = Mathf.Abs(targetPosY.y);// ensure it's one direction by converting to positive
targetPosX.x = -Mathf.Abs(targetPosX.x);// same thing but negative
while ((targetPos - transform.position).sqrMagnitude > Mathf.Epsilon)
{
transform.position = Vector3.MoveTowards(transform.position, toggle ? targetPosY : targetPosX, moveSpeed * Time.deltaTime);
yield return null;
}
transform.position = targetPos;
isMoving = false;
}
then it's just a matter of flipping the toggle, I would start a separate Coroutine and the same while loop conditions just do:
yield return new WaitForSeconds(*secondsAsFloat*);
toggle = !toggle;
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Goodluck!
CodePudding user response:
Replacing this code snippet will solve the problem completely.
public bool phase;
private void Update()
{
if (!isMoving)
{
input.x = Input.GetAxisRaw("Horizontal");
input.y = Input.GetAxisRaw("Vertical");
if (input != Vector2.zero)
{
var targetPos = transform.position;
if (phase) targetPos.x = input.x;
else targetPos.y = input.y;
StartCoroutine(Move(targetPos));
phase = !phase;
}
}
}