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Question by AnibalRetro · Nov 24, 2021 at 11:44 AM · animationunity 2dcontrollernpc

How can I make the animation match when the NPC walks left or right?

I have some NPCs that randomly walk within a range, however when I can't determine when they are walking left or right so the animation looks wrong.

How can I make the animation match when the NPC walks left or right?

Here is my code:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class NPCController : MonoBehaviour
 {
     private float waitTime;
     private Animator _animator;
     private SpriteRenderer _renderer;
 
     public Transform moveSpot;
     private bool _facingRight = true;
     public float lastXVal;
     public float speed;
     public float startWaitTime;
     public float minX;
     public float maxX;
     public float minY;
     public float maxY;
 
     void Awake()
     {
         _animator = GetComponent<Animator>();
         _renderer = GetComponent<SpriteRenderer>();
     }
 
     void Start()
     {
         waitTime = startWaitTime;
         moveSpot.position = new Vector2(Random.Range(minX, maxX), Random.Range(minY, maxY));
     }
 
     void Update()
     {
         transform.position = Vector2.MoveTowards(transform.position, moveSpot.position, speed * Time.deltaTime);
 
         if (Vector2.Distance(transform.position, moveSpot.position) < 0.2f)
         {
             if (transform.hasChanged)
             {
                 if (transform.position.x < lastXVal)
                 {
                     transform.eulerAngles = new Vector3(0, -180, 0);
                     //Update lastXVal
                     lastXVal = transform.position.x;
                     Debug.Log("Decreased!");
                 }
 
                 else if (transform.position.x > lastXVal)
                 {
                     transform.eulerAngles = new Vector3(0, 0, 0);
                     //Update lastXVal
                     lastXVal = transform.position.x;
                     Debug.Log("Increased");
                 }
 
                 transform.hasChanged = false;
             }
 
             //Change animation state
             if (waitTime <= 0)
             {
                 _animator.SetBool("Walk", true);
                 moveSpot.position = new Vector2(Random.Range(minX, maxX), Random.Range(minY, maxY));
                 waitTime = startWaitTime;
             }
             else
             {
                 _animator.SetBool("Walk", false);
                 _animator.SetBool("Idle", true);
                 waitTime -= Time.deltaTime;
             }
         }
     }
 
     public void Decrease()
     {
         if (transform.hasChanged)
         {
             if (transform.position.x < lastXVal)
             {
                 //Update lastXVal
                 lastXVal = transform.position.x;
                 Debug.Log("Decreased!");
             }
 
             else if (transform.position.x > lastXVal)
             {
                 //Update lastXVal
                 lastXVal = transform.position.x;
                 Debug.Log("Increased");
             }
 
             transform.hasChanged = false;
         }
     }
 
 }
 
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