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Question by Cyclikal · Jun 15, 2020 at 09:33 AM · animationmovementanimatorblendtreesprite-animation

Change animation of 4 Way Movement Sprites moving diagonally to last used non-diagonal direction?

I have currently setup a number of animations with sprites that covers 4 way movement (up/down, left/right) and have set these up within the Animator with Blend Trees to switch between them depending on the player input.


Annotation-2020-06-12-152542


This current setup allows for directional movement but only uses the up/down sprites when doing so - for instance, when the blend tree is set at -0.5 for both horizontal and vertical (exactly mid-way between left and down) the animation chosen is the down animation. (See Gif below, sprite only uses up/down for diagonal movement)


movement


Annotation-2020-06-12-152542


How can I get this to change depending on the last direction used, so for example, it'd act in the following ways instead:


  • Player is going left/right, then also presses the up/down key to go diagonally up/down to the left/right. (Animator keeps spite animating with left/right animation)

  • Player is going up/down, then also presses the left/right key to go diagonally up/down to the left/right. (Animator keeps spite animating with up/down animation)


I assume, like how I currently record the last vertical/horizontal movement for the idle blend trees - I would need to do something similar to capture the last (non-diagonal) movement, with some if statements on the movement function for example:


 // Set Animator Parameter 'LastNonDiagonal'
 // 0 = Up, 1 = Down, 2 = Left, 3 = Right, 4 = Error/Not Yet Moved
 
 if ((move.x == 0) && (move.y > 0))
 {
         charAnim.SetFloat("LastNonDiagonal", 0);
 }
 else if ((move.x == 0) && (move.y < 0))
 {
         charAnim.SetFloat("LastNonDiagonal", 1);
 }
 else if ((move.x < 0) && (move.y == 0))
 {
         charAnim.SetFloat("LastNonDiagonal", 2);
 }
 else if ((move.x > 0) && (move.y == 0))
 {
         charAnim.SetFloat("LastNonDiagonal", 3);
 }
 else
 {
         charAnim.SetFloat("LastNonDiagonal", 4);
 }


But I'm not certain on how exactly I could then use such a value to override the default behaviour of favouring the up/down animations within the blend tree.

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