public void JumpPressed() { bool jumpIsWithinLeniencyWindow = !isGrounded && airTime <= jumpLeniencyTime; if (Dashing) { return; } if (isGrounded || jumpIsWithinLeniencyWindow) { jumping = true; velocity.y = jumpPower; sounds.PlayJumpSound(); if (jumpIsWithinLeniencyWindow) { print("Saved by the leniency"); } } else if (!IsGrounded) { StartGlide(); } }
//****************************************************************** Update function ****************************************************************** // Update is called once per frame void Update() { horizontalMove = Input.GetAxisRaw("Horizontal") * runSpeed; characterAnimator.Animate(controller.getGrounded(), horizontalMove); controller.Move(horizontalMove * Time.fixedDeltaTime, false /*, jump*/); /*if (Input.GetButtonDown("Jump")) * { * jump = true; * }*/ if ((Input.GetMouseButtonDown(0) || Input.GetKeyDown(KeyCode.Keypad1)) && !isAttacking) //Unity has their own stuff for mouse buttons too, might be good for eventual control customization { //Sets the attacking bool true, locking into a single attack at a time and preventing other animations isAttacking = true; //Calls DoAttack, which will set the hitbox collider active for a duration of time StartCoroutine(DoAttack()); characterAnimator.PlayMeleeAnimation(); soundManager.PlayJumpSound(); } }