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Fixed player movement script

It works
This commit is contained in:
Lorenzo Balugani 2019-04-27 19:19:46 +02:00
parent ca23b945df
commit 45ca06e33f

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@ -29,30 +29,33 @@ public class Player : MonoBehaviour
void CheckForMovementInput() void CheckForMovementInput()
{ {
bool hasMoved = false; bool hasMoved = false;
Vector2Int posizione = new Vector2Int();
posizione.x = (int)transform.position.x+1;
posizione.y = (int)transform.position.y+1;
if (Input.GetKeyDown(KeyCode.A)) if (Input.GetKeyDown(KeyCode.A))
{ {
if (map.CanMoveTo(Vector2Int.left)) { if (map.CanMoveTo(posizione + Vector2Int.left)) {
transform.Translate(Vector3.left); transform.Translate(Vector3.left);
hasMoved = true; hasMoved = true;
} }
} }
else if (Input.GetKeyDown(KeyCode.D)) else if (Input.GetKeyDown(KeyCode.D))
{ {
if (map.CanMoveTo(Vector2Int.right)) { if (map.CanMoveTo(posizione + Vector2Int.right)) {
transform.Translate(Vector3.right); transform.Translate(Vector3.right);
hasMoved = true; hasMoved = true;
} }
} }
else if (Input.GetKeyDown(KeyCode.W)) else if (Input.GetKeyDown(KeyCode.W))
{ {
if (map.CanMoveTo(Vector2Int.up)) { if (map.CanMoveTo(posizione + Vector2Int.up)) {
transform.Translate(Vector3.up); transform.Translate(Vector3.up);
hasMoved = true; hasMoved = true;
} }
} }
else if (Input.GetKeyDown(KeyCode.S)) else if (Input.GetKeyDown(KeyCode.S))
{ {
if (map.CanMoveTo(Vector2Int.down)) { if (map.CanMoveTo(posizione + Vector2Int.down)) {
transform.Translate(Vector3.down); transform.Translate(Vector3.down);
hasMoved = true; hasMoved = true;
} }