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2d regular jump force added to wall jump when in corner,2D Wall jump: doubled jump power while standing in corner
Hi,
I followed a tutorial for a movement script and added a wall jump myself. the Problem is that when the payer stands in the Corner (Wall/Ground) his Vertical jump power gets multiplied. I think it is because the Wall Jump power gets added to the regular Jump power. I figured that I have to make an "if" statement in which the m_GroundCheck is disabled to tell the player to only do the Wall Jump when not grounded.
But whatever I try it somehow either doesn't work or disables the Wall Jump alltogether...
The scripting I did is near the bottom but maybe the fault is somewhere else in the code? I don't think it is... but what do I know xD
{
[SerializeField] private LayerMask m_WhatIsGround;
[SerializeField] private LayerMask m_WhatIsWall;
[SerializeField] private Transform m_GroundCheck;
[SerializeField] private Transform m_CeilingCheck;
[SerializeField] private Transform m_WallCheck;
[SerializeField] private Collider2D m_CrouchDisableCollider;
const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
const float k_WalledRadius = .2f;
private bool m_Grounded; // Whether or not the player is grounded.
private bool m_Walled;
const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up
private Rigidbody2D m_Rigidbody2D;
private bool m_FacingRight = true; // For determining which way the player is currently facing.
private Vector3 m_Velocity = Vector3.zero;
[Header("Events")]
[Space]
public UnityEvent OnLandEvent;
[System.Serializable]
public class BoolEvent : UnityEvent<bool> { }
public BoolEvent OnCrouchEvent;
private bool m_wasCrouching = false;
private void Awake()
{
m_Rigidbody2D = GetComponent<Rigidbody2D>();
if (OnLandEvent == null)
OnLandEvent = new UnityEvent();
if (OnCrouchEvent == null)
OnCrouchEvent = new BoolEvent();
}
private void FixedUpdate()
{
bool wasGrounded = m_Grounded;
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;
if (!wasGrounded)
OnLandEvent.Invoke();
}
}
bool wasWalled = m_Walled;
m_Walled = false;
Collider2D[] collider = Physics2D.OverlapCircleAll(m_WallCheck.position, k_WalledRadius, m_WhatIsWall);
for (int i = 0; i < collider.Length; i++)
{
if (collider[i].gameObject != gameObject)
{
m_Walled = true;
if (!wasWalled)
OnLandEvent.Invoke();
}
}
}
public void Move(float move, bool crouch, bool jump)
{
// If crouching, check to see if the character can stand up
if (!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;
}
}
//only control the player if grounded or airControl is turned on
if (m_Grounded || m_AirControl)
{
// If crouching
if (crouch)
{
if (!m_wasCrouching)
{
m_wasCrouching = true;
OnCrouchEvent.Invoke(true);
}
// Reduce the speed by the crouchSpeed multiplier
move *= m_CrouchSpeed;
// Disable one of the colliders when crouching
if (m_CrouchDisableCollider != null)
m_CrouchDisableCollider.enabled = false;
}
else
{
// Enable the collider when not crouching
if (m_CrouchDisableCollider != null)
m_CrouchDisableCollider.enabled = true;
if (m_wasCrouching)
{
m_wasCrouching = false;
OnCrouchEvent.Invoke(false);
}
}
// Move the character by finding the target velocity
Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
// And then smoothing it out and applying it to the character
m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing);
// 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 && jump)
{
// Add a vertical force to the player.
m_Grounded = false;
m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
}
if (m_Walled && (m_Grounded == false) && jump)
{
m_Walled = false;
m_Rigidbody2D.AddForce(new Vector2(m_WallForce * (m_FacingRight ? -1 : 1), m_JumpForce / 2));
}
}
}
I also checked if the placing of my ground/ wall check is at fault but everything should be in order...
Ok, I got it. I added a "m_Grounded = false" in the wall jump code.
When the regular jump got off the wall jump got off emediatly after and that is why both jumps accelerated each ohter...
hours lost to this small problem xD
Alright... it didn't work...
Now the wall jump is completly disabled again... WHHYYYYYY????
Take the m_Ground == false back out and just make that statement an 'else if' so that you either do the grounded jump or the walled jump. There are situations where both grounded and walled can be true (ie. in a corner) so you want to just do the grounded jump if you are ground, else (if not ground) check if you are walled.