Question by
Lucas_Neves · Apr 04, 2018 at 06:43 AM ·
unity 5videotutorialdouble jump
Character not double Jump
Live Training 20 Jan 2014 - LMG: 2D Infinite Runner - https://www.youtube.com/watch?v=7dP7R-GbFkM (20:20)
My character not jump. I'm using Unity 5.4
using UnityEngine;
namespace UnitySampleAssets._2D {
public class PlatformerCharacter2D : MonoBehaviour
{
private bool facingRight = true; // For determining which way the player is currently facing.
[SerializeField] private float maxSpeed = 10f; // The fastest the player can travel in the x axis.
[SerializeField] private float jumpForce = 400f; // Amount of force added when the player jumps.
[Range(0, 1)] [SerializeField] private float crouchSpeed = .36f;
// Amount of maxSpeed applied to crouching movement. 1 = 100%
[SerializeField] private bool airControl = false; // Whether or not a player can steer while jumping;
[SerializeField] private LayerMask whatIsGround; // A mask determining what is ground to the character
private Transform groundCheck; // A position marking where to check if the player is grounded.
private float groundedRadius = .2f; // Radius of the overlap circle to determine if grounded
private bool grounded = false; // Whether or not the player is grounded.
private Transform ceilingCheck; // A position marking where to check for ceilings
private float ceilingRadius = .01f; // Radius of the overlap circle to determine if the player can stand up
private Animator anim; // Reference to the player's animator component.
bool doubleJump = false;
private void Awake()
{
// Setting up references.
groundCheck = transform.Find("GroundCheck");
ceilingCheck = transform.Find("CeilingCheck");
anim = GetComponent<Animator>();
}
private void FixedUpdate()
{
// The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
grounded = Physics2D.OverlapCircle(groundCheck.position, groundedRadius, whatIsGround);
anim.SetBool("Ground", grounded);
// Set the vertical animation
anim.SetFloat("vSpeed", GetComponent<Rigidbody2D>().velocity.y);
if (grounded)
{
doubleJump = false;
}
}
public void Move(float move, bool crouch, bool jump)
{
// If crouching, check to see if the character can stand up
if (!crouch && anim.GetBool("Crouch"))
{
// If the character has a ceiling preventing them from standing up, keep them crouching
if (Physics2D.OverlapCircle(ceilingCheck.position, ceilingRadius, whatIsGround))
crouch = true;
}
// Set whether or not the character is crouching in the animator
anim.SetBool("Crouch", crouch);
//only control the player if grounded or airControl is turned on
if (grounded || airControl)
{
// Reduce the speed if crouching by the crouchSpeed multiplier
move = (crouch ? move*crouchSpeed : move);
// The Speed animator parameter is set to the absolute value of the horizontal input.
anim.SetFloat("Speed", Mathf.Abs(move));
// Move the character
GetComponent<Rigidbody2D>().velocity = new Vector2(move*maxSpeed, GetComponent<Rigidbody2D>().velocity.y);
// If the input is moving the player right and the player is facing left...
if (move > 0 && !facingRight)
// ... flip the player.
Flip();
// Otherwise if the input is moving the player left and the player is facing right...
else if (move < 0 && facingRight)
// ... flip the player.
Flip();
}
// If the player should jump...
if ((grounded || !doubleJump) && jump && anim.GetBool("Ground"))
{
// Add a vertical force to the player.
grounded = false;
anim.SetBool("Ground", false);
GetComponent<Rigidbody2D>().velocity = new Vector2 (GetComponent<Rigidbody2D>().velocity.x, 0);
GetComponent<Rigidbody2D>().AddForce(new Vector2(0f, jumpForce));
if (!grounded)
{
doubleJump = true;
}
}
}
private void Flip()
{
// Switch the way the player is labelled as facing.
facingRight = !facingRight;
// Multiply the player's x local scale by -1.
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
}
}
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