Where is the Jump Input in the default 2d platform controller?
Alright so I am modifying the default 2d platformer that comes with unitys standard assets. My problem is that I am trying to add another jump input. Right now, i modified the regular jump so that it is a vertical jump that moves you forward slightly. Now, i am trying to add a secondary jump that propels the character forward, like if you are leaping across a large gap. I have duplicated the original jump input, and modified it to jump_L. So now i have 2 inputs, one for jumping up and one for jumping forward. How can I add the secondary jump into the original character controller script? I found this section and duplicated it, but I can't figure out how to add my secondary jump into it. Where does the character controller recieve the jump command? It should be as easy as copying it and then modifying it to jump_L, correct?
// If the player should jump up
if (m_Grounded && jump && m_Anim.GetBool("Ground"))
{
// Add a vertical force to the player.
m_Grounded = false;
m_Anim.SetBool("Ground", false);
m_Rigidbody2D.velocity = new Vector3 (0, 0, 0);
if (m_FacingRight == true) {
m_Rigidbody2D.AddForce(new Vector2(f_JumpForce, m_JumpForce));
}
else
m_Rigidbody2D.AddForce(new Vector2(-f_JumpForce, m_JumpForce));
}
Here is what I have for the controller so far.
using System;
using UnityEngine;
namespace UnityStandardAssets._2D
{
public class PlatformerCharacter2D : MonoBehaviour
{
[SerializeField] private float m_MaxSpeed = 10f; // The fastest the player can travel in the x axis.
[SerializeField] private float m_JumpForce = 400f;
[SerializeField] private float f_JumpForce = 200f; // Amount of force added when the player jumps.
[SerializeField] private float m_JumpForceL = 200f;
[SerializeField] private float f_JumpForceL = 1000f;
[Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100%
[SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping;
[SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character
private Transform m_GroundCheck; // A position marking where to check if the player is grounded.
const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
private bool m_Grounded; // Whether or not the player is grounded.
private Transform m_CeilingCheck; // A position marking where to check for ceilings
const float k_CeilingRadius = .01f; // Radius of the overlap circle to determine if the player can stand up
private Animator m_Anim; // Reference to the player's animator component.
private Rigidbody2D m_Rigidbody2D;
private bool m_FacingRight = true; // For determining which way the player is currently facing.
private void Awake()
{
// Setting up references.
m_GroundCheck = transform.Find("GroundCheck");
m_CeilingCheck = transform.Find("CeilingCheck");
m_Anim = GetComponent<Animator>();
m_Rigidbody2D = GetComponent<Rigidbody2D>();
}
private void FixedUpdate()
{
m_Grounded = false;
// The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
// This can be done using layers instead but Sample Assets will not overwrite your project settings.
Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
for (int i = 0; i < colliders.Length; i++)
{
if (colliders[i].gameObject != gameObject)
m_Grounded = true;
}
m_Anim.SetBool("Ground", m_Grounded);
// Set the vertical animation
m_Anim.SetFloat("vSpeed", m_Rigidbody2D.velocity.y);
}
public void Move(float move, bool crouch, bool jump)
{
// If crouching, check to see if the character can stand up
if (!crouch && m_Anim.GetBool("Crouch"))
{
// If the character has a ceiling preventing them from standing up, keep them crouching
if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
{
crouch = true;
}
}
// Set whether or not the character is crouching in the animator
m_Anim.SetBool("Crouch", crouch);
//only control the player if grounded or airControl is turned on
if (m_Grounded || m_AirControl)
{
// Reduce the speed if crouching by the crouchSpeed multiplier
move = (crouch ? move*m_CrouchSpeed : move);
// The Speed animator parameter is set to the absolute value of the horizontal input.
m_Anim.SetFloat("Speed", Mathf.Abs(move));
// Move the character
m_Rigidbody2D.velocity = new Vector2(move*m_MaxSpeed, m_Rigidbody2D.velocity.y);
// If the input is moving the player right and the player is facing left...
if (move > 0 && !m_FacingRight)
{
// ... flip the player.
Flip();
}
// Otherwise if the input is moving the player left and the player is facing right...
else if (move < 0 && m_FacingRight)
{
// ... flip the player.
Flip();
}
}
// If the player should jump up
if (m_Grounded && jump && m_Anim.GetBool("Ground"))
{
// Add a vertical force to the player.
m_Grounded = false;
m_Anim.SetBool("Ground", false);
m_Rigidbody2D.velocity = new Vector3 (0, 0, 0);
if (m_FacingRight == true) {
m_Rigidbody2D.AddForce(new Vector2(f_JumpForce, m_JumpForce));
}
else
m_Rigidbody2D.AddForce(new Vector2(-f_JumpForce, m_JumpForce));
}
// If the player should jump forward
if (m_Grounded && jump && m_Anim.GetBool("Ground"))
{
// Add a vertical force to the player.
m_Grounded = false;
m_Anim.SetBool("Ground", false);
m_Rigidbody2D.velocity = new Vector3 (0, 0, 0);
if (m_FacingRight == true) {
m_Rigidbody2D.AddForce(new Vector2(f_JumpForceL, m_JumpForceL));
}
else
m_Rigidbody2D.AddForce(new Vector2(-f_JumpForceL, m_JumpForceL));
}
}
private void Flip()
{
// Switch the way the player is labelled as facing.
m_FacingRight = !m_FacingRight;
// Multiply the player's x local scale by -1.
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
}
}
Here is what I have for the input manager so far.
using System;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;
namespace UnityStandardAssets._2D
{
[RequireComponent(typeof (PlatformerCharacter2D))]
public class Platformer2DUserControl : MonoBehaviour
{
private PlatformerCharacter2D m_Character;
private bool m_Jump;
private bool m_Jump_L;
private void Awake()
{
m_Character = GetComponent<PlatformerCharacter2D>();
}
private void Update()
{
if (!m_Jump)
{
// Read the jump input in Update so button presses aren't missed.
m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
}
if (!m_Jump_L)
{
// Read the jump input in Update so button presses aren't missed.
m_Jump_L = CrossPlatformInputManager.GetButtonDown("Jump_L");
}
}
private void FixedUpdate()
{
// Read the inputs.
bool crouch = Input.GetKey(KeyCode.LeftControl);
float h = CrossPlatformInputManager.GetAxis("Horizontal");
// Pass all parameters to the character control script.
m_Character.Move(h, crouch, m_Jump);
m_Jump = false;
}
}
}
Your answer
Follow this Question
Related Questions
How do I disable Jumping while on my JumpPad? 1 Answer
I can't do jump in my 2D game 1 Answer
2D jump problem when hits wall 0 Answers
Jumping on enemies help 0 Answers