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Question by PprTiger · Feb 26, 2020 at 12:44 PM · animation2dscripting problem2d gameunity 2d

Mouse Click Walk to Idle Animations

I changed controls to Mouse-Click movement and managed to get my character to walk. However, when it reaches its destination, it won't play the proper idle animations. I can see it playing in the blend tree but not in-game. Upon opening the tree, I see not a single position is being played. Not sure what's going on. Here is the script:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerMouseController : MonoBehaviour
 {
     [SerializeField] private Animator animator;
     [SerializeField] private float speed = 6.0f;
     private Vector3 targetPosition;
     private bool isMoving = false;
 
     // Start is called before the first frame update
     private void Start()
     {
         animator = GetComponentInChildren<Animator>();
     }
 
     //FixedUpdate is called several times per frame
     void FixedUpdate()
     {
         //Executes Left Mouse Click to Move
         if (Input.GetMouseButton(0))
         {
             SetTargetPosition();
         }
 
         if (isMoving)
         {
             Move();
         }
     }
 
     //Sets the mouse to viewport
     void SetTargetPosition() 
     {
         //Converts target positioning to game world positioning
         targetPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
         targetPosition.z = transform.position.z;
 
         isMoving = true;
     }
 
     void Move()
     {
         Vector3 deltaPosition = targetPosition - transform.position;
 
         Vector3 targetDirection = deltaPosition.normalized;
 
         //Sets Walking Animations
         animator.SetFloat("moveX", targetDirection.x);
         animator.SetFloat("moveY", targetDirection.y);
 
         //Moves the player
         transform.position = Vector3.MoveTowards(transform.position, targetPosition, speed * Time.deltaTime);
 
         //Checks last direction of player
         if (targetDirection.x == 1 || targetDirection.x == -1 || targetDirection.y == 1 || targetDirection.y == -1)
         {
             //Sets Idle Animations
             animator.SetFloat("lastMoveX", targetDirection.x);
             animator.SetFloat("lastMoveY", targetDirection.y);
 
             //Checks if player has reached destination
             if (transform.position == targetPosition)
             {
                 isMoving = false;
             }
         }
 
     }
 }
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