so I'm working on a project in Unity3D and I'm having the following issue:
When I initially start the game, the character is not moving, which is intended. Then, when I hit "W" to move, my character starts moving and animates. However, when I let off the key, she doesn't stop moving forward.
Even if I hit the "S" key to move backward, after I let up, she starts moving forward again while no keys are pressed, and for the life of me I can't figure out why.
Here's the script I'm using on her if that helps:
using UnityEngine;
using System.Collections;
public class PlayerScript : MonoBehaviour
{
private CharacterController controller;
public float speed = 20.0f;
private Vector3 moveDirection = Vector3.zero;
public float gravity = 20.0f;
private bool winState = false;
private bool loseState = false;
private bool isBlocking = false;
private Animator anim;
// Use this for initialization
void Start ()
{
controller = this.GetComponent<CharacterController>();
anim = GetComponent<Animator>();
anim.SetBool("Ready_Bool", true);
}
// Update is called once per frame
void FixedUpdate ()
{
//GameObject center = GameObject.Find("MiddleOfRing");
GameObject opponent = GameObject.Find("Opponent");
checkAnimations();
float turn = Input.GetAxis("Horizontal");
//print("Horizontal: " + turn);
if(turn < 0)
moveLeft();
else if(turn > 0)
moveRight();
float vertDirection = Input.GetAxis("Vertical");
//print ("Vertical: " + vertDirection);
print ("Controller Velocity: " + controller.velocity.magnitude); //for testing
if(controller.isGrounded)
{
moveDirection = transform.forward * vertDirection * speed;
anim.SetFloat("Speed", controller.velocity.magnitude);
}
if(vertDirection > 0)
moveForward(moveDirection);
else if(vertDirection < 0)
moveBackward(moveDirection);
else
controller.Move(moveDirection * Time.deltaTime);
moveDirection.y = moveDirection.y - gravity * Time.deltaTime;
transform.LookAt(opponent.transform.position);
opponent.transform.LookAt(this.transform.position);
}
void moveLeft()
{
GameObject opponent = GameObject.Find("Opponent");
transform.RotateAround(opponent.gameObject.transform.position, Vector3.up, speed/2 * Time.deltaTime);
//for testing purposes, to be replaced with actual AI
opponent.transform.RotateAround(transform.position, Vector3.up, speed/2 * Time.deltaTime);
//tells Animator character is moving left
anim.SetBool("MoveLeft_Bool", true);
anim.SetBool("MoveRight_Bool", false);
anim.SetBool("MoveForward_Bool", false);
anim.SetBool("MoveBackward_Bool", false);
}
void moveRight()
{
GameObject opponent = GameObject.Find("Opponent");
transform.RotateAround(opponent.gameObject.transform.position, Vector3.down, speed/2 * Time.deltaTime);
//for testing purposes, to be replaced with actual AI
opponent.transform.RotateAround(transform.position, Vector3.down, speed/2 * Time.deltaTime);
//tells Animator character is moving right
anim.SetBool("MoveRight_Bool", true);
anim.SetBool("MoveLeft_Bool", false);
anim.SetBool("MoveForward_Bool", false);
anim.SetBool("MoveBackward_Bool", false);
}
void moveForward(Vector3 move)
{
GameObject opponent = GameObject.Find("Opponent");
float distance = Vector3.Distance(this.transform.position, opponent.transform.position);
//keeps characters at a certain distance from each other
if(distance >= 3)
{
controller.Move(move * Time.deltaTime);
}
//tells Animator character is moving forward
anim.SetBool("MoveForward_Bool", true);
anim.SetBool("MoveRight_Bool", false);
anim.SetBool("MoveLeft_Bool", false);
anim.SetBool("MoveBackward_Bool", false);
}
void moveBackward(Vector3 move)
{
GameObject opponent = GameObject.Find("Opponent");
moveDirection = transform.forward * Input.GetAxis("Vertical") * speed;
controller.Move(move * Time.deltaTime);
//tells Animator character is moving backward
anim.SetBool("MoveBackward_Bool", true);
anim.SetBool("MoveRight_Bool", false);
anim.SetBool("MoveForward_Bool", false);
anim.SetBool("MoveLeft_Bool", false);
}
void checkAnimations()
{
AnimatorStateInfo stateInfo = anim.GetCurrentAnimatorStateInfo(0);
if(Input.GetKeyDown(KeyCode.E))
{
anim.SetTrigger("JabR_Trig");
checkHit();
isBlocking = false;
}
else if(Input.GetKeyDown(KeyCode.Q))
{
anim.SetTrigger("JabL_Trig");
checkHit();
isBlocking = false;
}
else if(Input.GetKey(KeyCode.B))
{
anim.SetTrigger("Block_Trig");
isBlocking = true;
}
else
{
isBlocking = false;
}
}
void checkHit()
{
GameObject opponent = GameObject.Find("Opponent");
float distance = Vector3.Distance(this.transform.position, opponent.transform.position);
if(distance <= 4.0f)
{
}
}
public bool getBlocking()
{
return isBlocking;
}
}
I think the problem may be that I'm using controller.velocity.magnitude
incorrectly.
If anyone can help me out, I would appreciate it!