Esempio n. 1
0
    // ---------------------------------------------------------------------------------
    // CHARACTER CONTROLS
    // ---------------------------------------------------------------------------------

    // Design flaw - player can walk off ledge, falling won't trigger until the player "jumps"
    // Rework required
    private IEnumerator Jump()
    {
        bool isFalling = false;

        // Start jump
        isJumping = true;
        yield return(StartCoroutine(JumpAnimation()));

        rigBody.AddForce(Vector3.up * jumpHeight, ForceMode.VelocityChange);

        // Wait until falling
        while (!isFalling)
        {
            yield return(new WaitForSeconds(0.5f));

            if (!PlayerUtils.CharacterFalling(lastYposition, transform.position.y))
            {
                isJumping = true;
                isFalling = true;
            }
        }

        StartCoroutine(FallAnimation());
    }