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Question by Lord_Mango · Feb 15, 2021 at 07:01 PM · c#2d-platformeridle animations

How do you store and call last direction pressed for idle animations?

I'm trying to code two different idle animations--one for facing right, and one for facing left. By default, my character as of now only plays the idle animation facing right. My code looks like this:


 if (Input.GetKey("d"))
   {
     rb2d.velocity = new Vector2(hSpeed, rb2d.velocity.y);
     if (isGrounded)
     animator.Play("RunR");
   }   
  else if(Input.GetKey("a"))
   {
     rb2d.velocity = new Vector2(-hSpeed, rb2d.velocity.y);
     if (isGrounded)
     animator.Play("RunL");
   }

 else{
     if (isGrounded)
     animator.Play("IdleR");
     rb2d.velocity = new Vector2(0, rb2d.velocity.y);



I know the best thing to do is to somehow store the last key press as a velocity, and then call that last velocity to determine the correct idle animation (be it "IdleR" or "IdleL"). Can someone explain how to do it?

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Answer by Megaboy238 · Feb 15, 2021 at 07:38 PM

 bool playerDirectionRight = true;  // start position true=right, false=left
 
     // Update is called once per frame
     void Update()
     {
         if (Input.GetKey("d"))
         {
             rb2d.velocity = new Vector2(hSpeed, rb2d.velocity.y);
             if (isGrounded)
                 animator.Play("RunR");
             playerDirectionRight = true;  // set true for facing right
         }
         else if (Input.GetKey("a"))
         {
             rb2d.velocity = new Vector2(-hSpeed, rb2d.velocity.y);
             if (isGrounded)
                 animator.Play("RunL");
             playerDirectionRight = false;  // set false for facing left
         }
         else if(playerDirectionRight)
         {
             if (isGrounded)
                 animator.Play("IdleR");
             rb2d.velocity = new Vector2(0, rb2d.velocity.y);
         }
         else
         {
             if (isGrounded)
                 animator.Play("IdleL");
             rb2d.velocity = new Vector2(0, rb2d.velocity.y);
         }
     }
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