private void OnCollisionEnter(Collision col) { Collider collider = GetComponent <Collider>(); float normalJump = gpc.GetJumpPower(); float superJump = gpc.GetJumpPower() + 5f; if (col.gameObject.GetComponent <Rigidbody>().velocity.y <= 0) { if (collider.name.StartsWith("Floor")) { col.gameObject.GetComponent <Rigidbody>().AddForce(Vector3.up * normalJump, ForceMode.Impulse); } else if (collider.name.StartsWith("Super")) { col.gameObject.GetComponent <Rigidbody>().AddForce(Vector3.up * superJump, ForceMode.Impulse); } jumpSfx.Play(); } if (this.gameObject.transform.position.y >= col.gameObject.transform.position.y) { collider.isTrigger = true; } }