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Question by binaryOwl_ · Nov 05, 2019 at 01:26 AM · animation2dspeedmovetowardsinput.getaxis

MoveTowards with animation

Hello,

I need help with animating my character while using the Vector3.MoveTowards function. I use a character controller which animates my character based on speed and key input but I have a sequence in the game where the player presses a certain key and the character should move on its own, without the player pressing keys. I have managed to move the character but he just glides through the scene because no inputs have been pressed by the player. How do I implement this?

 //CHARACTER CONTROLLER FUNCTIONS
 
     private void ProcessInput()
     {
         movementDirection = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
         movementSpeed = Mathf.Clamp(movementDirection.magnitude, 0.0f, 1.0f);
         movementDirection.Normalize();
     }
 
     public void Move()
     {
         step = movementSpeed * MOVEMENT_BASE_SPEED;
         rigidBody.velocity = movementDirection * step;
     }
 
     public void Animate()
     {
         if(movementDirection != Vector2.zero)
         {
             animator.SetFloat("Horizontal", movementDirection.x);
             animator.SetFloat("Vertical", movementDirection.y);
         }
         animator.SetFloat("Speed", movementSpeed);
     }

I need to implement my animation when the player is moving with this function:

 player.transform.position = Vector2.MoveTowards(player.transform.position, closestTravelPoint.transform.position, playerMovement.MOVEMENT_BASE_SPEED * Time.deltaTime);

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Answer by GrayLightGames · Nov 05, 2019 at 02:38 PM

You could set a flag (isMoving or something) when the player is moving and check it in Update(). If it's true, call Animate(). Just make sure you set it to false when you want the animation to stop. Hope that helps!

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