void FixedUpdate() { // Keep the playerMovement script's isGrounded bool in sync with this script's groundedState bool. if (groundedState != playerMovement.GetIsGrounded()) { playerMovement.SetIsGrounded(groundedState); } }
void Update() { if (rjBlast_TimeSinceLastJump < rjBlast_CoolDownTime) { rjBlast_TimeSinceLastJump = Mathf.Clamp(rjBlast_TimeSinceLastJump += 1.0f * Time.deltaTime, 0.0f, rjBlast_CoolDownTime); } // Inputs if (Input.GetButtonDown("Fire2") && rjBlast_TimeSinceLastJump == rjBlast_CoolDownTime) { RocketJumpCheck(); } if (Input.GetButton("Crouch") && !playerMovement.GetIsGrounded()) { AccelerateDown(); } }
void Awake() { playerMovement = transform.parent.GetComponent <Player_Movement>(); groundedState = playerMovement.GetIsGrounded(); }