• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
1
Question by unity_67380 · 22 hours ago · 2dscripting beginnermovement scripttopdown

How to add limited player movement on grid?

My game is gridbased and only allows vertical and horizontal movement.

I want to be able to make it so the player is given a certain number of moves and when that hits 0, it's game over.

I was told that making a timer variable that goes up everytime the player moves and once it reaches a certain number it disables the move key. But I'm very new to unity and I can't seem to figure this out.

{ public float moveSpeed = 5f;

 public Transform movePoint;
 public LayerMask whatStopsMovement;
 public Animator anim;

     // Start is called before the first frame update
     void Start()
 {
     movePoint.parent = null; // lets the Transform keep its local orientation rather than its global orientation
     count = PlayerPrefs.GetInt("score", 1);
 }

 // Update is called once per frame
 bool isCanMove = true;
 void Update()
 {
     transform.position = Vector3.MoveTowards(transform.position, movePoint.position, moveSpeed * Time.deltaTime);
     if (Vector3.Distance(transform.position, movePoint.position) <= .05f)
     {
         if (Mathf.Abs(Input.GetAxisRaw("Horizontal")) == 1f && isCanMove)

         {
             if (isCanMove && Input.GetButtonDown("Horizontal"))

             {
                 if (!Physics2D.OverlapCircle(movePoint.position + new Vector3(Input.GetAxisRaw("Horizontal"), 0f, 0f), .2f, whatStopsMovement))
                 {
                     movePoint.position += new Vector3(Input.GetAxisRaw("Horizontal"), 0f, 0f);
                     isCanMove = false;
                     StartCoroutine(WaitBeforeMove());
                 }
             }
         }
         else
         if (Mathf.Abs(Input.GetAxisRaw("Vertical")) == 1f && isCanMove)
         {
             if (isCanMove && Input.GetButtonDown("Vertical"))
             {
                 if (!Physics2D.OverlapCircle(movePoint.position + new Vector3(0f, Input.GetAxisRaw("Vertical"), 0f), .2f, whatStopsMovement))
                 {
                     movePoint.position += new Vector3(0f, Input.GetAxisRaw("Vertical"), 0f);
                     isCanMove = false;
                     StartCoroutine(WaitBeforeMove());
                 }
             }
         }

         anim.SetBool("moving", false); // Checks whether the player is moving
     }
     else
     {
         anim.SetBool("moving", true);
     }
 }
 IEnumerator WaitBeforeMove()
 {
     yield return new WaitForSeconds(0.5f); // Prevents user from holding down to move
     isCanMove = true;
 }

 public void OnTriggerEnter2D(Collider2D collider)
 {
     Debug.Log("Trigger!");
 }

}

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image unity_67380 · 22 hours ago 0
Share

@DenisIsDenis boss

2 Replies

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by DenisIsDenis · 16 hours ago

Hello. The motion counter should be implemented like this:

     public float moveSpeed = 5f;
 
     public Transform movePoint;
     public LayerMask whatStopsMovement;
     public Animator anim;
 
     int countOfMoves; // Counter of the number of moves
     public int maxCountOfMoves = 10; // Maximum number of moves
 
     // Start is called before the first frame update
     void Start()
     {
         movePoint.parent = null; // lets the Transform keep its local orientation rather than its global orientation
         countOfMoves = 0; // At the start of the level, the player's number of moves is zero
     }
     // Update is called once per frame
     bool isCanMove = true;
     void Update()
     {
         transform.position = Vector3.MoveTowards(transform.position, movePoint.position, moveSpeed * Time.deltaTime);
         if (Vector3.Distance(transform.position, movePoint.position) <= .05f)
         {
             bool isRemainMoves = countOfMoves < maxCountOfMoves; // checking and writing to a variable whether there are moves left for the level
 
             if (Mathf.Abs(Input.GetAxisRaw("Horizontal")) == 1f && isCanMove && isRemainMoves)
             {
                 if (isCanMove && Input.GetButtonDown("Horizontal"))
                 {
                     if (!Physics2D.OverlapCircle(movePoint.position + new Vector3(Input.GetAxisRaw("Horizontal"), 0f, 0f), .2f, whatStopsMovement))
                     {
                         movePoint.position += new Vector3(Input.GetAxisRaw("Horizontal"), 0f, 0f);
                         countOfMoves++; // Increase counter
                         isCanMove = false;
                         StartCoroutine(WaitBeforeMove());
                     }
                 }
             }
             else
             if (Mathf.Abs(Input.GetAxisRaw("Vertical")) == 1f && isCanMove && isRemainMoves)
             {
                 if (isCanMove && Input.GetButtonDown("Vertical"))
                 {
                     if (!Physics2D.OverlapCircle(movePoint.position + new Vector3(0f, Input.GetAxisRaw("Vertical"), 0f), .2f, whatStopsMovement))
                     {
                         movePoint.position += new Vector3(0f, Input.GetAxisRaw("Vertical"), 0f);
                         countOfMoves++; // Increase counter
                         isCanMove = false;
                         StartCoroutine(WaitBeforeMove());
                     }
                 }
             }
             anim.SetBool("moving", false); // Checks whether the player is moving
         }
         else
         {
             anim.SetBool("moving", true);
         }
     }

In the comments in the code, I pointed out the meaning of the lines of code I added. Just replace the Update() and Start() functions and variable declarations with the code I added.


P.S. If you think the answer solved your problem, you can accept the answer.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by unity_67380 · 3 hours ago

Works perfectly, thanks Denis you are an absolute godsend.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

370 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

2D Knockback problem 2 Answers

Best way to create a 2d top down race track procedurally 0 Answers

Stop my character from walking through walls. I know whats wrong but i cant figure out how to fix it. 0 Answers

When I flip my sprite it goes out of the tilemaps foreground 0 Answers

How to know if the player is under a GameObject 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges