My Code for my Player:
using UnityEngine;
using System.Collections;
public class PlayerMovement : MonoBehaviour {
Direction currentDir;
Vector2 input;
bool isMoving = false;
Vector3 startPos;
Vector3 endPos;
public float t;
public Sprite northSprite;
public Sprite eastSprite;
public Sprite southSprite;
public Sprite westSprite;
public float walkSpeed = 0.5f;
public bool isAllowedToMove = true;
void Start()
{
isAllowedToMove = true;
}
void Update () {
if(!isMoving && isAllowedToMove)
{
input = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"));
if (Mathf.Abs(input.x) > Mathf.Abs(input.y))
input.y = 0;
else
input.x = 0;
if(input != Vector2.zero)
{
if(input.x < 0)
{
currentDir = Direction.West;
}
if(input.x > 0)
{
currentDir = Direction.East;
}
if(input.y < 0)
{
currentDir = Direction.South;
}
if (input.y > 0)
{
currentDir = Direction.North;
}
switch(currentDir)
{
case Direction.North:
gameObject.GetComponent<SpriteRenderer>().sprite = northSprite;
break;
case Direction.East:
gameObject.GetComponent<SpriteRenderer>().sprite = eastSprite;
break;
case Direction.South:
gameObject.GetComponent<SpriteRenderer>().sprite = southSprite;
break;
case Direction.West:
gameObject.GetComponent<SpriteRenderer>().sprite = westSprite;
break;
}
StartCoroutine(Move(transform));
}
}
}
public IEnumerator Move(Transform entity)
{
isMoving = true;
startPos = entity.position;
t = 0f;
endPos = new Vector3(startPos.x + System.Math.Sign(input.x), startPos.y + System.Math.Sign(input.y), startPos.z);
while (t < walkSpeed)
{
t += Time.deltaTime * walkSpeed * walkSpeed;
entity.position = Vector3.Lerp(startPos, endPos, t);
yield return null;
};
isMoving = false;
yield return 0;
}
}
enum Direction
{
North,
East,
South,
West
}
```



