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Question by MagiBen · Feb 18 at 12:41 PM · direction

How to lock my movement into 16 directions using Mouse (2D isometric)

I want my character to only move 360/16 directions. This means when I input my mouseclick, the character goes along with the closest angle (22.5°s).

I can't find anything about locking this kind of directions.

My click to move code:

 public class ClickToMove : MonoBehaviour {
 
     public float speed = 2f;
     Vector2 lastClickedPos;
     bool moving;
 
     private void Update() {
 
         if (Input.GetMouseButton(0))
         {
             lastClickedPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
             moving = true;
         }
         if (moving && (Vector2)transform.position != lastClickedPos)
         {
             float step = speed * Time.deltaTime;
             transform.position = Vector2.MoveTowards(transform.position, lastClickedPos, step);
         } else
         {
             moving = false;
         }
     }
  }



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Answer by MagiBen · Feb 19 at 02:06 PM

this is where I am now, however it doesn't work.

 public class ClickToMove : MonoBehaviour
 {
     public float speed = 2f;
     Vector2 lastClickedPos;
     bool moving;
     Vector2 mouseDir;
 
     private void Update() {
 
         var mousePos = Input.mousePosition;
         mousePos.x -= Screen.width / 2;
         mousePos.y -= Screen.height / 2;
         mouseDir = new Vector2(mousePos.x, mousePos.y);
         int mouseDirCount = 16;
         float angle = Mathf.Atan2(mousePos.y, mousePos.x);
         float normalized = Mathf.Repeat(angle / (Mathf.PI * 2f), 1f);
         angle = Mathf.Round(normalized * mouseDirCount) * Mathf.PI * 2f / mouseDirCount;
         mouseDir = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle));
 
 
         if (Input.GetMouseButton(0))
          {
              lastClickedPos = mouseDir;
              moving = true;
              Debug.Log(mouseDir);
             
          }
          if (moving && (Vector2)transform.position != lastClickedPos)
          {
              float step = speed * Time.deltaTime;
              transform.position = Vector2.MoveTowards(transform.position, lastClickedPos, step);
                 Debug.Log(step);
                 Debug.Log(lastClickedPos);
                 Debug.Log(speed);
          } else
          {
              moving = false;
          }
      }
   }

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