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Question by Snooopy22 · Nov 01, 2021 at 12:11 PM · animationmovement script

Why is Nothing Moving?

I had it moving, but when I added a gun later, it stopped moving but still played the animation, even though I did not change the code.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;

 namespace Walk1
     {
    public class Walk : MonoBehaviour {
     public Rigidbody rb;
     public float speed;
     public float t;
     
     
     public bool Input, R, L, U, D;
     
   public Animator WALKA;
     
     
     private void start(){
         rb = GetComponent<Rigidbody>();
     
     t = 0;
     Input = true;
     }
 void Update() 
 {
     if (Input)
     {
         gameObject.GetComponent<Animator> ().Rebind ();
     }
     
                 
                 if(VirtualInputManager.Instance.MoveRight && VirtualInputManager.Instance.MoveLeft)
                 {
                 
             Input = true;
                     
                 }
                 if (VirtualInputManager.Instance.MoveUp && VirtualInputManager.Instance.MoveDown)
                 {
                     
             Input = true;
                 }
                 else{

                 if (VirtualInputManager.Instance.MoveRight)
                 {    
                 Input = false;
                 MR ();
                 }
                                     else if(VirtualInputManager.Instance.MoveLeft)
                 {    
                 ML ();    
             Input = false;
                       }
             else {
                 if (VirtualInputManager.Instance.MoveUp)
                 {
                 Input = false;
                 MU ();
                 }
                 else {
                     if(VirtualInputManager.Instance.MoveDown)
                 {    
                 MD ();
                 Input = false;
                 }
                 else 
                 {
                     Input = true;
                 }
             }
         }
     }
 }
             void ML ()
             {
                              transform.Translate(Vector3.left * speed * Time.deltaTime);
 
             }
             void MR ()
             {
                 transform.Translate(Vector3.right * speed * Time.deltaTime);
             }
             void MU ()
             {
                 transform.Translate(Vector3.forward * speed * Time.deltaTime);
             }
             void MD ()
             {
                 transform.Translate(-Vector3.forward * speed * Time.deltaTime);
             }
                 

     
     }
 }
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avatar image andrew-lukasik · Nov 01, 2021 at 12:06 PM 0
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  • Some single-line micro-functions make code more simple to read and understand. These ML etc. are definitely not among those. Inline them, otherwise you're just obfuscating the program.

  • Work on your code formatting as this can obfuscate your program even further

  • void start () is a typo you missed

avatar image andrew-lukasik · Nov 01, 2021 at 12:10 PM 0
Share

Optimize code formatting for readability to prevent/catch bugs earlier

 using System.Collections.Generic;
 using UnityEngine;
 
 public class WalkComponent : MonoBehaviour
 {
     public Rigidbody rb;
     public float speed, t;
     public bool Input;
     public Animator WALKA;
     
     void Start ()
     {
         if( rb==null ) rb = GetComponent<Rigidbody>();
         t = 0;
         Input = true;
     }
 
     void Update ()
     {
         if( Input )
         {
             gameObject.GetComponent<Animator>().Rebind();
         }
                     
         if( VirtualInputManager.Instance.MoveRight && VirtualInputManager.Instance.MoveLeft )
         {
             Input = true;
         }
 
         if( VirtualInputManager.Instance.MoveUp && VirtualInputManager.Instance.MoveDown )
         {
             Input = true;
         }
         else
         {
             if( VirtualInputManager.Instance.MoveRight )
             {    
                 Input = false;
                 transform.Translate( Vector3.right * speed * Time.deltaTime );
             }
             else if( VirtualInputManager.Instance.MoveLeft )
             {    
                 transform.Translate( Vector3.left * speed * Time.deltaTime );
                 Input = false;
             }
             else 
             {
                 if( VirtualInputManager.Instance.MoveUp )
                 {
                     Input = false;
                     transform.Translate( Vector3.forward * speed * Time.deltaTime );
                 }
                 else
                 {
                     if( VirtualInputManager.Instance.MoveDown )
                     {
                         transform.Translate( -Vector3.forward * speed * Time.deltaTime );
                         Input = false;
                     }
                     else 
                     {
                         Input = true;
                     }
                 }
             }
         }
     }    
 }

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