private void Jump(GameEvent gameEvent) { if (gameEvent == GameEvent.Jump && charState.IsIdleOrMoving()) { animator.SetBool("WallBounce", false); EventManager.OnCharEvent(GameEvent.Jump); InputController.jumpReleased = false; //jumpTime = Time.time; // Change the forward speed based on what kind of jump it is if (charState.IsIdle()) { animator.SetTrigger(anim_idleJump); } else if (charState.IsRunning()) { animator.SetTrigger(anim_runningJump); } else if (charState.IsSprinting()) { animator.SetBool(anim_sprintJump, true); RSUtil.OrientCapsuleCollider(cCollider, false); //Debug.Break(); } } //print (gameEvent); else if (gameEvent == GameEvent.Jump && charState.IsIdleOrRunningJumping() && !hasDoubleJumped) { animator.SetTrigger(anim_doubleJump); } }