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Question by nonlin · Aug 07, 2014 at 06:26 AM · javascriptif-statementsmouseposition

If Loop For Key Press works but not for Mouse

 function MouseMovement(){
 
     if(Input.GetMouseButton(0)){
         distance = Vector2.Distance(mainCam.main.ScreenToWorldPoint(Input.mousePosition), transform.position);
         mouseToWorld = mainCam.main.ScreenToWorldPoint(Input.mousePosition);
         target = mouseToWorld;//get Mouse location 
         target.y = transform.position.y;
 
         if(mouseToWorld.x > (transform.position.x)){
             transform.localScale = new Vector3(-1f,1f,1f);            
             myAnimator.SetBool("ClickWalkRight", true);//Turns animation on
             GameObject.FindGameObjectWithTag("Torso").GetComponent(SpriteRenderer).sprite = Resources.Load("Sprites/" + item.itemName + "Side", Sprite);
             //Debug.Log("Right");
             }
         else if(mouseToWorld.x < (transform.position.x)){
             transform.localScale = new Vector3(1f,1f,1f);//facing Left
             myAnimator.SetBool("ClickWalkLeft", true);//Turns animation on
             GameObject.FindGameObjectWithTag("Torso").GetComponent(SpriteRenderer).sprite = Resources.Load("Sprites/" + item.itemName + "Side", Sprite);
             //Debug.Log("Left");
             }
     }
     else{
     
         myAnimator.SetBool("ClickWalkRight", false);
         myAnimator.SetBool("ClickWalkLeft", false);
         //GameObject.FindGameObjectWithTag("Torso").GetComponent(SpriteRenderer).sprite = Resources.Load("Sprites/" + item.itemName, Sprite);
     }
 }
 
 function KeyMovements(){
     
     if (Input.GetKey(moveLeft)){
         useMouse = false;
         //rigidbody2D.velocity.x = speed * -1;
         transform.Translate(-Vector2.right * speed * Time.deltaTime);
         transform.localScale = new Vector3(1f,1f,1f);//facing Left
         myAnimator.SetBool("WalkToggleOnLeft", true);//Turns animation on
         GameObject.FindGameObjectWithTag("Torso").GetComponent(SpriteRenderer).sprite = Resources.Load("Sprites/" + item.itemName + "Side", Sprite);
     }
     else if (Input.GetKey(moveRight)){
         useMouse = false;
         //rigidbody2D.velocity.x = speed;
         transform.Translate(Vector2.right * speed * Time.deltaTime);
         transform.localScale = new Vector3(-1f,1f,1f);//negative flips sprite facing right
         myAnimator.SetBool("WalkToggleOnRight", true);    
         GameObject.FindGameObjectWithTag("Torso").GetComponent(SpriteRenderer).sprite = Resources.Load("Sprites/" + item.itemName + "Side", Sprite);
         Debug.Log(item.itemName);    
     }
     else{
         useMouse = true; 
         transform.Translate(Vector2.right * 0 * Time.deltaTime);
         myAnimator.SetBool("WalkToggleOnLeft", false);
         myAnimator.SetBool("WalkToggleOnRight", false);
         //set the sprite back to face front once we stop walking
         GameObject.FindGameObjectWithTag("Torso").GetComponent(SpriteRenderer).sprite = Resources.Load("Sprites/" + item.itemName, Sprite);
         target = transform.position;//finish off the target where we left off at
     }
 
 }


The line GameObject.FindGameObjectWithTag("Torso").GetComponent(SpriteRenderer).sprite = Resources.Load("Sprites/" + item.itemName + "Side", Sprite);

works for when I press Left Key or Right key but not for when I click left or right and I don't understand why. The if loops work! Results int true for click right or left, but it refuses to change the sprite! Its like it just ignores that code but the same code works for key left or right.

What am I missing?

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