/// <summary> /// c'est ici qu'on prépare le jump de base ! /// </summary> /// <param name="dir"></param> public void PrepareAndJump(Vector3 dir) { worldCollision.HasJustJump(); //cooldown des worldCollision coolDownJump.StartCoolDown(); //le coolDown normal du jump playerAirJump.CoolDownBeforeFirstAirJump.StartCoolDown(); //démar le air jump cool Down //PlayerConnected.Instance.setVibrationPlayer(playerController.IdPlayer, onJump); //set vibration de saut hasJumpAndFlying = true; //on vient de sauter ! tant qu'on retombe pas, on est vrai Debug.DrawRay(transform.position, dir, Color.red, 5f); GameObject particle = ObjectsPooler.Instance.SpawnFromPool(GameData.PoolTag.ParticleBump, transform.position, Quaternion.identity, ObjectsPooler.Instance.transform); particle.transform.rotation = QuaternionExt.LookAtDir(dir * -1); //SoundManager.Instance.PlaySound("Play_sfx3D" + transform.GetInstanceID()); SoundManager.Instance.PlaySound("Play_Jump"); animController.AnimJump(); //externalForce.SetBigMass(); //set sa propre mass big ! //playerController.PlayersManager.Jump(playerController.IdPlayer); }