// Check if character is colliding with wall // and that its less than 2 seconds since the jump // if so zero out the forward speed // private float GetForwardSpeed () // { // if (AntiWallSlideController.Instance.colliding && Time.time > lastJumpTime + 1.0f) // return 0; // else // return forwardSpeed; // } /// <summary> /// This method is called jumping animation events /// </summary> public void JumpUp() { //print ("runs"); float force = 0; lastJumpTime = Time.time; if (charState.IsIdleJumping()) { force = idleJumpUpForce; forwardSpeed = idleJumpForwardSpeed; rb.AddForce(new Vector3(0, force, 0), ForceMode.Impulse); } else if (charState.IsRunningJumping()) { force = idleJumpUpForce; forwardSpeed = runningJumpForwardSpeed; rb.AddForce(new Vector3(0, force, 0), ForceMode.Impulse); } else if (charState.IsSprintJumping()) { print("sprint jump"); force = sprintJumpUpForce; forwardSpeed = sprintJumpForwardSpeed; rb.AddForce(new Vector3(0, force, 0), ForceMode.Impulse); } }