This is one of those ideas that cascades into multiple massive problems later on in the course. As the course was designed with point and click movement/interface in mind, we cannot guarantee support if you head in this direction.
A few issues you’ll be dealing with:
- You’re already dealing with the first issue, matching animation to input. Probably the easiest, since you’ve elected that the only direction is forward (presumably left and right will simply turn the player) meaning you can probably send move.y * the maximum speed in the blend tree to setFloat(“forwardSpeed”);
- You’ll need to figure out how to target enemies, as they are currently targetted with the mouse pointer. As structured, Fighter and Mover want targets.
There are some students who have been working on these issues. You might check in our Discord as more issues arise to see if any folks have worked through this. I’m not saying it can’t be done (it certainly can and has been done), I’m just advising that it’s next level and you will encounter some road blocks along the way.
Also (not sure if you’ve completed the course or are just getting into the movement section), we strongly recommend keeping a project that closely tracks our original project, especially as you follow along with the course. If your project is full of extraneous code, I can’t guarantee we’ll be able to help if an issue arises with a lesson that is actually being caused by code drift.