void AerialCheck() { if (!aiControlRef.GroundCheckBool()) { inAir = true; } if (aiControlRef.GroundCheckBool()) { inAir = false; aiHitRef.GravitySetting(defaultGravity); } }
public void JumpCheck() { if (aiControlRef.GroundCheckBool()) { if (aiWallRay.ForwardWallCast()) { JumpForward(forwardJumpForce, jumpForce); } //put same limit on player char if (rb.velocity.y > maxJumpSpeed) { rb.AddForce(Vector2.down * rb.velocity.y); } } }