void StartFigureJump() { if (Physics2D.OverlapCircle(m_feet.position, 0.3f, m_jump_flag_layer)) { rb.velocity = Vector2.up * m_jump_force * /*Time.deltaTime*/ 0.016f; //Anim.SetBool("Jumping", true); jumping_state = JUMPING_STATE.JUMPING; } }
void ExtendFigureJump() { jump_time_counter += Time.deltaTime; rb.velocity = Vector2.up * m_jump_force * /*Time.deltaTime*/ 0.016f; //Debug.Log("Time Counter: " + jump_time_counter + "Player Counter: " + player_controller.jump_time_counter); if (jump_time_counter > player_controller.jump_time_counter) { jump_time_counter = 0.0f; jumping_state = JUMPING_STATE.FALLING; } }
void EndFigureJump() { if (normal_gravity_scale) { rb.gravityScale += 1.0f; normal_gravity_scale = false; } if (Physics2D.OverlapCircle(m_feet.position, ground_collision_radius, m_ground_layer)) { if (!normal_gravity_scale) { rb.gravityScale -= 1.0f; normal_gravity_scale = true; } //Anim.SetBool("Jumping", false); jumping_state = JUMPING_STATE.GROUNDED; } }