private void ApplyGravity() { if (!IsGrounded) { CharacterRigidbody.AddForce(Vector3.up * -9.8f, ForceMode.Acceleration); } }
protected virtual IEnumerator HurtAnimation(GameObject attacker) { CharacterRigidbody.AddForce((transform.position - attacker.transform.position) * 10, ForceMode2D.Impulse); return(null); }
public void Jump(float force) { CharacterRigidbody.AddForce(force * Vector3.up, ForceMode.VelocityChange); }
public void Jump(float jumpScale = 1f) { Vector3 jumpForce = (transform.up * _jumpVelocity) * jumpScale; _rigidbody.AddForce(jumpForce); }