Double jump becoming infinite jumps
I'm working with the standard assets from the unity store and I'm using the 2d robot character which is already capable of a single jump. However, I tried to modify it such that I could double jump, can anyone identify what I'm doing wrong?
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;
}
}
if (m_Grounded)
_doubleJump = false;
// 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...
if ((m_Grounded || _doubleJump) && jump)
{
// Add a vertical force to the player.
m_Grounded = false;
m_Anim.SetBool("Ground", false);
m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
GetComponent<Rigidbody2D>().velocity = new Vector2(GetComponent<Rigidbody2D>().velocity.x, 0f);
if (!m_Grounded)
_doubleJump = true;
}
}
Answer by NoseKills · May 10, 2016 at 09:59 PM
To prevent misunderstanding you should name your variable so you can always see what it stands for. Does _doubleJump
mean that you can double jump or that you already did it and can't anymore...
Another thing:
if ((m_Grounded || _doubleJump) && jump)
{
m_Grounded = false; // <-- setting grounded to false
....
if (!m_Grounded) // <-- and then enabling double jump if it is false
_doubleJump = true;
}
I guess double jumping should be re-enabled only when m_Grounded goes from false to true again when the character lands.
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