IEnumerator Jump()
    {
        isReadyToJump = false;
        allowJump     = false;
        StartCoroutine(PauseJump());
        onGrounded = false;
        onAir      = true;
        mainCharacterAnimator.SetJumpAnimationParameter(true);
        yield return(new WaitForSeconds(1.2f / 36 * 8)); //play a part of animation before jump

        rigidbody.AddForce(transform.up * forceJump);
    }
 private void OnTriggerEnter(Collider collider)
 {
     movementController.allowJump = true;
     mainCharacterAnimator.SetJumpAnimationParameter(false);
 }