// Stores the functions triggered by "JumpAndMovement" #region MovementFunctions // Jumping while not grounded reduces "jumps left" void Jump() { if (grounded) { // Do nothing. } else if (airJumpsLeft > 0 && !grounded) { airJumpsLeft--; } else { return; } GetComponent <Rigidbody2D>().velocity = new Vector2(GetComponent <Rigidbody2D>().velocity.x, jumpHeight); particle.JumpParticleRelease(this); }