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Question by LockonS · Jan 31, 2012 at 05:22 AM · inputdirectionmovingenumwalking

8 direction walking not working...

So, I was attempting to make an 8 direction walking, it doesn't work like it's supposed to. here's my code

 function Update () {
 var VeIn = Input.GetAxis("Vertical");
 var HoIn = Input.GetAxis("Horizontal");
 if(VeIn > 0 && HoIn == 0){
     Move = MoveType.Up;
 }
 else if(VeIn > 0 && HoIn > 0){
     Move = MoveType.UpRight;
 }
 else if(VeIn == 0 && HoIn > 0){
     Move = MoveType.Right;
 }
 else if(VeIn < 0 && HoIn > 0){
     Move = MoveType.RightDown;
 }
 else if(VeIn < 0 && HoIn == 0){
     Move = MoveType.Down;
 }
 else if(VeIn < 0 && HoIn < 0){
     Move = MoveType.DownLeft;
 }
 else if(VeIn == 0 && HoIn < 0){
     Move = MoveType.Left;
 }
 else if(VeIn > 0 && HoIn < 0){
     Move = MoveType.LeftUp;
 }
 else{
     Move = MoveType.None;
 }
 switch (Move){
     case MoveType.None:
         CurrentSpeed = 0;
         break;
     case MoveType.Up:
         transform.rotation.y = 45;
         CurrentSpeed = MoveSpeed * Time.deltaTime;
         break;
     case MoveType.UpRight:
         transform.rotation.y = 90;
         CurrentSpeed = MoveSpeed * Time.deltaTime;
         break;
     case MoveType.Right:
         transform.rotation.y = 135;
         CurrentSpeed = MoveSpeed * Time.deltaTime;
         break;
     case MoveType.RightDown:
         transform.rotation.y = 180;
         CurrentSpeed = MoveSpeed * Time.deltaTime;
         break;
     case MoveType.Down:
         transform.rotation.y = 225;
         CurrentSpeed = MoveSpeed * Time.deltaTime;
         break;
     case MoveType.DownLeft:
         transform.rotation.y = 270;
         CurrentSpeed = MoveSpeed * Time.deltaTime;
         break;
     case MoveType.Left:
         transform.rotation.y = 315;
         CurrentSpeed = MoveSpeed * Time.deltaTime;
         break;
     case MoveType.LeftUp:
         transform.rotation.y = 0;
         CurrentSpeed = MoveSpeed * Time.deltaTime;
         break;
     
 }
 print("Move = " + Move);
 transform.Translate(0,0,CurrentSpeed);

}

well, when i press left and up together, it works, and down and right works, everything else is just weird.....

so well, if somebody could help, i would greatly appreciate it!

--LockonS483

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Answer by syclamoth · Jan 31, 2012 at 05:29 AM

Wouldn't it be simpler to just do this?

 var moveDirection = Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Horizontal"));
 transform.LookAt(moveDirection);
 if(moveDirection.magnitude > 1)
 {
     moveDirection = moveDirection.normalized;
 }
 transform.Translate(0, 0, MoveSpeed * Time.deltaTime * moveDirection.magnitude);

Your code just seems to be absurdly complicated for such a simple task. There are at least 4 problems with it just from looking- the least of which is attempting to manually assign to transform.rotation. Transform.rotation is a Quaternion- it doesn't work the way you seem to think it does.

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avatar image syclamoth · Jan 31, 2012 at 05:31 AM 1
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If you don't like the way the axes get smoothed, you can fix that by using 'Input.GetAxisRaw(string)' This way, they will act as simple binary switches, ins$$anonymous$$d of faking joystick behaviour.

avatar image LockonS · Feb 01, 2012 at 12:41 AM 0
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so, thanks for the reply, but that does not seem to be much of a 8-direction moving to me. I am not the most experienced person in the world so, i would like to ask, how do i change an objects rotation if not by "transform.rotation.y = x"? I would greatly appreciate an answer thank you again for your reply!

--LockonS

avatar image syclamoth · Feb 01, 2012 at 01:41 AM 1
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Like I said, tranform.rotation.y does not do what you think it does. transform.rotation isn't stored as a 3-axis rotation, it's a 4-axis quaternion!

In any case, did you even try the code I gave you? The 'transform.LookAt(direction)' is the part that rotates the character. And it rotates in 8 directions, because that is the number of combinations of the two axes, converted into a Vector2. Just because you don't understand what a bit of code does, doesn't mean it doesn't work.

avatar image LockonS · Feb 02, 2012 at 04:07 AM 0
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well, thanks for your suggestion, i have fixed the problem, though. i used Waypoints that always follow the player, and turn to a specified waypoint whenever it needs to. Thanks for your help anyway, because i did not know that you could not change transform.rotation.y :P. Thank you again for your response!

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