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This question was closed Sep 15, 2017 at 06:52 AM by MauzLord.
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Question by MauzLord · Aug 24, 2017 at 06:32 AM · movementgrid based gamegridmove

Grid-based movement with auto-move

Hi, I`m working on grid-based movement, that will continously move a game object at a constant speed in one of 4 directions. For example, if I press A it keeps moving left until I press D, so that it starts moving right, but in a grid-based way, so that I cannot turn other direction before it reaches another grid (center, I guess?). The problem is that I have a script that allows to walk in a grid-based way, but I`m having a hard time implementing auto-moving.

Here`s the script

 Vector3 pos;
 float speed = 2f;

 // Use this for initialization
 void Start () {
     pos = transform.position;
 }
 
 // Update is called once per frame
 void FixedUpdate () {



     if (Input.GetKey (KeyCode.A) && transform.position == pos) {
         pos += Vector3.left;
     } 
     if (Input.GetKey (KeyCode.D) && transform.position == pos) {
         pos += Vector3.right;
     } 
     if (Input.GetKey (KeyCode.W) && transform.position == pos) {
         pos += Vector3.up;
     } 
     if (Input.GetKey (KeyCode.S) && transform.position == pos) {
         pos += Vector3.down;
     } 

     transform.position = Vector3.MoveTowards(transform.position, pos, Time.deltaTime * speed);

 }
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Answer by SneakyLeprechaun · Aug 24, 2017 at 02:04 PM

I would suggest using a variable like Vector3 dir that stores the direction you want your object to go in. To change value, simply put the following, changing as needed:

if(Input.GetKeyDown(KeyCode.A){ dir = Vector3.left; } else if(Input.GetKeyDown(KeyCode.D){ dir = Vector3.right; } and so on and so forth. Then, just put

transform.position += dir; at the end.

Also, you may have a reason for this, but I would suggest using the Input.GetButtonDown() function instead of the Input.GetKeyDown() function since it makes your code a little more flexible.

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