Animator problem
I have this 2D topdown game where I have a click to move script attached to my player. I included animation/blend tree to my player in the click to move script. At first it didn't work, the animation didn't play when I clicked somewhere, it only worked when I move my mouse around, which would be difficult when I build my game on to a mobile phone. I then change my script to make my player follow where my mouse moved, which my animation worked, but how would I get my animator to play animation to where I clicked and not play animation to where my mouse move/hovered. Thank you. Here's my script:
  using UnityEngine; 
  using System.Collections;
  public class move : MonoBehaviour {
 private Animator anim;
 public float speed = 15f;
 public move playerMovementRef;
 private Vector3 target;
 private Vector3 playerObject;
 
 void Start () {
     target = transform.position;
     anim = GetComponent<Animator> ();
 }
 
 void Update () {
     if (Input.GetMouseButtonDown(0)) {
         target = Camera.main.ScreenToWorldPoint(Input.mousePosition);
         target.z = transform.position.z;
     }
     transform.position = Vector3.MoveTowards(transform.position, target, speed * Time.deltaTime);
     float inputX = Input.GetAxis ("Mouse X");
     float inputY = Input.GetAxis ("Mouse Y");
     if (Input.touchCount > 0)
     {
         inputX = Input.touches[0].deltaPosition.x;
         inputY = Input.touches[0].deltaPosition.y;
     }
     anim.SetFloat ("SpeedX", inputX);
     anim.SetFloat ("SpeedY", inputY);
 }
 void FixedUpdate () {
     target = Camera.main.ScreenToWorldPoint(Input.mousePosition);
     target.z = transform.position.z;
     float LastInputX = Input.GetAxis ("Mouse X");
     float LastInputY = Input.GetAxis ("Mouse Y");
     if (Input.touchCount > 0)
     {
         LastInputX = Input.touches[0].deltaPosition.x;
         LastInputY = Input.touches[0].deltaPosition.y;
     }
     if (LastInputX != 0 || LastInputY != 0) {
         anim.SetBool ("walking", true);
         if (LastInputX > 0) {
             anim.SetFloat ("LastMoveX", 1f);
         } else if (LastInputX < 0) {
             anim.SetFloat ("LastMoveX", -1f);
         } else {
             anim.SetBool ("walking", false);
         }
         if (LastInputY > 0) {
             anim.SetFloat ("LastMoveY", 1f);
         } else if (LastInputY < 0) {
             anim.SetFloat ("LastMoveY", -1f);
         } else {
             anim.SetFloat ("LastMoveY", 0f);
         }
     } else {
         anim.SetBool ("walking", false);
             }
         }
     }
 
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