public void ActionJump(JumpForce jumpForce) { if (mIsGrounded) { float jumpMod = (jumpForce == JumpForce.LOW) ? 0.75f : 1.0f; body.AddForce(Vector3.up * kJumpPower * jumpMod, ForceMode.Impulse); mAnimator.SetInteger("State", (int)AnimationState.Jump); mIsStillJumping = true; Invoke("CheckIsStillJumpingRecursive", 0.5f); } }
public float GetJumpForce(float speed) => JumpForce.GetValue(speed / MaxSpeed);