Currently I am making a game with a 2D camera orietation in a 2D world with 3D objects. Sort of like Diablo 2. Right now im using the following code to move my player and im using LookAtMouse to make the player always look at the cursor like diablo 3. I need the character to move toward the location of the mouse cursor on GetKeyDown(“W”) and away from the cursor on GetKeyDown(“S”), but right now W only moves up on the z axis and S moves down on the z axis. I have tried coding it myself, but since I just started programming in C# and using unity I havent had much success. How do I do this? I have been looking everywhere. Thanks!
P.S. Sorry for the wall of text and grammar.
using UnityEngine;
using System.Collections;
public class PlayerSpaceShipMovement : MonoBehaviour {
public float speed;
public float speedReverse;
public float speedStrafe;
// Use this for initialization
void Start () {
GameObject thePlayer = GameObject.Find ("PlayerSpaceShip");
ShipStats shipScript = thePlayer.GetComponent<ShipStats>();
speed = shipScript.shipSpeed;
}
// Update is called once per frame
void Update () {
/*if (Input.GetKeyDown ("W")) {
Vector3 newPositionX = transform.position;
newPositionX.x += Input.GetAxis ("Horizontal") * speed * Time.deltaTime;
transform.position = newPositionX;
Vector4 newPositionZ = transform.position;
newPositionZ.z += Input.GetAxis ("Vertical") * speed * Time.deltaTime;
transform.position = newPositionZ;
}
if (Input.GetKeyDown ("D")) {
}*/
Vector3 newPositionX = transform.position;
newPositionX.x += Input.GetAxis ("Horizontal") * speed * Time.deltaTime;
transform.position = newPositionX;
Vector4 newPositionZ = transform.position;
newPositionZ.z += Input.GetAxis ("Vertical") * speed * Time.deltaTime;
transform.position = newPositionZ;
}
}
LookAtMouse(if needed)
using UnityEngine;
using System.Collections;
public class LookAtMouse : MonoBehaviour
{
// speed is the rate at which the object will rotate
public float speed;
void FixedUpdate ()
{
// Generate a plane that intersects the transform's position with an upwards normal.
Plane playerPlane = new Plane(Vector3.up, transform.position);
// Generate a ray from the cursor position
Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition);
// Determine the point where the cursor ray intersects the plane.
// This will be the point that the object must look towards to be looking at the mouse.
// Raycasting to a Plane object only gives us a distance, so we'll have to take the distance,
// then find the point along that ray that meets that distance. This will be the point
// to look at.
float hitdist = 12.0f;
// If the ray is parallel to the plane, Raycast will return false.
if (playerPlane.Raycast (ray, out hitdist))
{
// Get the point along the ray that hits the calculated distance.
Vector3 targetPoint = ray.GetPoint(hitdist);
// Determine the target rotation. This is the rotation if the transform looks at the target point.
Quaternion targetRotation = Quaternion.LookRotation(targetPoint - transform.position);
// Smoothly rotate towards the target point.
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, speed * Time.deltaTime);
}
}
}