Able to jump in air? (Reward)
Hi, I am making a 2D game, and for some reason my player is able to jump while in the air. I don't want the player to. The player should only be able jump once, then able to jump again, when he lands on the GROUND. I am using the scripts from Unity Standard Assets, but edited some of them.
Here are the scripts that I think are relevant to my problem:
using System;
using UnityEngine;
using System.Collections;
using UnityEngine.SceneManagement;
// Just in case so no "duplicate definition" stuff shows up
namespace UnityStandardAssets.Copy._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; // Amount of force added when the player jumps.
[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
public bool m_Grounded; // Whether or not the player is grounded.
private Animator m_Anim; // Reference to the player's animator component.
private Rigidbody2D m_Rigidbody2D;
private bool m_FacingRight = true;
public string GameOverScene;
// For determining which way the player is currently facing.
private void Awake()
{
// Setting up references.
m_GroundCheck = transform.Find("GroundCheck");
m_Anim = GetComponent<Animator>();
m_Rigidbody2D = GetComponent<Rigidbody2D>();
}
private void FixedUpdate()
{
m_Grounded = true;
// 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);
}
public void Move(float move, bool jump)
{
//only control the player if grounded or airControl is turned on
if (m_Grounded || m_AirControl)
{
// 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);
m_MaxSpeed += 0.5f * Time.deltaTime; /////////////////////////////////////////////////////////////////////////////////
m_JumpForce += 1.0f * Time.deltaTime; ////////////////////////////////////////////////////////////////////////////////
m_Rigidbody2D.gravityScale += 0.009f * Time.deltaTime; /////////////////////////////////////////////////////////////
// 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 = true && jump && m_Anim.GetBool("Ground"))
{
// Add a vertical force to the player.
m_Anim.SetBool("Ground", false);
m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
}
}
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;
}
void OnCollisionEnter2D(Collision2D target)
{
if (target.gameObject.tag == "Enemy") {
m_MaxSpeed = 0f;
m_JumpForce = 0f;
m_Rigidbody2D.gravityScale = 20f;
}
}
IEnumerator DelayedSceneLoad()
{
yield return new WaitForSeconds(1.5f);
SceneManager.LoadScene(GameOverScene);
}
}
}
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;
// Just in case so no "duplicate definition" stuff shows up
namespace UnityStandardAssets.Copy._2D
{
[RequireComponent(typeof (PlatformerCharacter2D))]
public class Platformer2DUserControl : MonoBehaviour
{
private PlatformerCharacter2D m_Character;
private bool m_Jump;
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");
}
}
private void FixedUpdate()
{
float h = CrossPlatformInputManager.GetAxis("Horizontal");
// Pass all parameters to the character control script.
m_Character.Move(h, m_Jump);
m_Jump = false;
}
}
}
Anyone that helps will be rewarded with karma/reputation points, just to be nice. :)
Answer by Tianara · Jul 01, 2016 at 04:45 PM
Hey. I believe, that line is the problem.
private void FixedUpdate()
{
m_Grounded = true;
...
}
You indicate that your character is grounded on every update, which means he can jump at any time, isn't that the case?
Found another possible problem. That place:
if (m_Grounded = true && jump && m_Anim.GetBool("Ground"))
{
// Add a vertical force to the player.
m_Anim.SetBool("Ground", false);
m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
}
Try setting
m_Grounded = false;
Right after the comment. If it doesn't work, it's probably due to the fact a character is registered as landed after a jump, before he could get far away from the ground. If you will reduce the k_GroundedRadius constant, you could check if that's the case.
@Tianara I took away the line of code, and also tried setting it to false, but nothing happened.
Hm. So far nothing. Should I add lines of code, or take away?
@Cherno @Aggerwal @duck @3dmodler @wojtask12 @UsmanAbbasi @tanoshimi @Johat @Ga$$anonymous$$g Dudester @RealityStudio @Glurth @gsaccone101 @Dog Gamer @Roxzy @beechnova @$$anonymous$$D_Reptile @rokmarko @SolAZDev @Ali hatem
Could anyone one of you guys help me? I'm giving out karma/reputation points for anyone who helps.
@Tianara I will give you points now. Thank you for trying to help. Any more ideas are appreciated.
@Ejpj123 Can you send me your project file? I will figure it out tomorrow.
@Tianara ok, should I do through dropbox, or what? Either way, I will give to you by probably tomorrow, sorry. So you could maybe figure it out the next day.
@Tianara I'll send to you through dropbox, give me your email, and i'll send it in a compressed file.
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