using UnityEngine; using UnityEngine.AI; public class CharacterMovement : MonoBehaviour { public NavMeshAgent player; public Animator playerAnimator; public Camera playerCamera; public ParticleSystem targetDest; public bool allowMovement=true; void Start() { allowMovement = true; } // Update is called once per frame void Update() { if (allowMovement) { if (Input.GetMouseButton(0)) { Ray myRay = playerCamera.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(myRay, out RaycastHit hit)) { targetDest.transform.position = hit.point; targetDest.Play(); player.SetDestination(hit.point); } } } else { player.SetDestination(player.transform.position); player.velocity=Vector3.zero; } if(player.velocity!=Vector3.zero) { playerAnimator.SetBool("IsWalking",true); } else if (player.velocity == Vector3.zero) { playerAnimator.SetBool("IsWalking", false); } } }