void Jump() { if (states.vertical > 0) { if (!justJumped) { justJumped = true; if (states.onGround) { anim.JumpAnim(); rb.velocity = new Vector3(rb.velocity.x, this.jumpSpeed); jmpTimer = 0; canVariableJump = true; } } else { if (canVariableJump) { jmpTimer += Time.deltaTime; if (jmpTimer < this.jumpDuration / 1000) { rb.velocity = new Vector3(rb.velocity.x, this.jumpSpeed); } } } } else { justJumped = false; } }
void Jump() { // jump script that checks if the player wishes to jump, if they can jump and controls velocity and direction if (states.vertical > 0) { if (!justJumped) { justJumped = true; if (states.onGround) { audioManager.soundPlay("Effect_Jump"); anim.JumpAnim(); rb.velocity = new Vector3(rb.velocity.x, this.jumpSpeed); jumpTimer = 0; canVaribleJump = true; } } else { if (canVaribleJump) { jumpTimer += Time.deltaTime; if (jumpTimer < this.jumpDuration / 1000) { rb.velocity = new Vector3(rb.velocity.x, this.jumpSpeed); } } } } else { justJumped = false; } }
void Jump() { if (states.vertical > 0) { if (!justJumped && states.onGround) // old physics { anim.JumpAnim(); rb.velocity = new Vector2(rb.velocity.x, 4f); jumpTimer = 0; canVariableJump = true; } /*if (!justJumped) * { * justJumped = true; * * if (states.onGround) * { * * anim.JumpAnim(); * * rb.velocity = new Vector3(rb.velocity.x, this.jumpSpeed); * jumpTimer = 0; * canVariableJump = true; * } * } * else * { * if (canVariableJump) * { * jumpTimer += Time.deltaTime; * * if (jumpTimer < this.jumpDuration / 1000) * { * rb.velocity = new Vector3(rb.velocity.x, this.jumpSpeed); * } * } * }*/ } else { justJumped = false; } }
void Jump() { if (states.vertical > 0) { // con este se salta if (!justJumped) { justJumped = true; // si el character esta en el suelo, empieza la animacion del salto if (states.onGround) { anim.JumpAnim(); // dependiendo de la velocidad que tenga el character al andar, saltara mas lejos rb.velocity = new Vector3(rb.velocity.x, this.jumpSpeed); jumpTimer = 0; canVariableJump = true; } else { // esto pone la fuerza de salto if (canVariableJump) { jumpTimer += Time.deltaTime; if (jumpTimer < this.jumpDuration / 1000) { rb.velocity = new Vector3(rb.velocity.x, this.jumpSpeed); } } } } else { justJumped = false; } } }