void CheckJump() { Vector3 up = -Input.gyro.gravity; float upwardsAccel = StepDetector.GetUpwardsAcceleration(); bool jumpInputted = (upwardsAccel > jumpDetectionThreshold) || Input.GetKey(KeyCode.Space); if ((onGround || _jumpGracePeriodTimer > 0) && _jumpCooldownTimer <= 0 && jumpInputted) { _jumpCooldownTimer = _jumpCooldown; Vector3 curVel = _rigidbody.velocity; curVel.y = 5; _rigidbody.velocity = curVel; onGround = false; dampingEnabled = false; } }
void Start() { _rigidbody = GetComponent <Rigidbody>(); _characterController = GetComponent <CharacterController>(); if (controllerType == ControllerType.RigidBody && _rigidbody == null) { Debug.Log("No Rigidbody component found on the WIP Controller object, setting ControllerType to manual"); controllerType = ControllerType.Manual; } if (controllerType == ControllerType.CharacterController && _characterController == null) { Debug.Log("No CharacterController component found on the WIP Controller object, setting ControllerType to manual"); controllerType = ControllerType.Manual; } StepDetector.AddStepAction(OnStep); }
void Awake() { instance = this; }
// Use this for initialization void Start() { StepDetector.AddStepAction(OnStep); }