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Question by DevYoung · Jun 01, 2020 at 03:49 AM · c#2d-platformervelocity2d-physicsjumping

Mario Styled Jumping

By a Mario style jump I mean you can tap the jump key and the player will do a little hop and if you hold it they will perform a higher jump. I am new to programming, and I've been trying to implement this into my PlayerController2D script for almost a week now.

Here's my code:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerController2D : MonoBehaviour
 {
 
     private float movementInputDirection; // Store what direction the player is trying to move in
 
     private int amountOfJumpsLeft;
 
     private bool isFacingRight = true;
     private bool isRunning;
     private bool isGrounded;
     private bool canJump;
 
     private Rigidbody2D rb2d;
     private Animator anim;
 
     public int amountOfJumps = 1;
 
     public float movementSpeed = 10f;
     public float jumpForce = 16f;
     public float groundCheckRadius;
 
     public Transform groundCheck;
     public LayerMask whatIsGround;
 
     // Start is called before the first frame update
     void Start()
     {
         rb2d = GetComponent<Rigidbody2D>();
         anim = GetComponent<Animator>();
         amountOfJumpsLeft = amountOfJumps;
     }
 
     // Update is called once per frame
     void Update()
     {
         CheckInput();
         CheckMovementDirection();
         UpdateAnimations();
         CheckIfCanJump();
     }
 
     private void FixedUpdate()
     {
         ApplyMovement();
         CheckSurroundings();
     }
 
     private void CheckSurroundings() 
     {
         isGrounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, whatIsGround);
     }
 
     private void CheckIfCanJump() 
     {
         if (isGrounded && rb2d.velocity.y <= 0)
         {
             amountOfJumpsLeft = amountOfJumps;
         }
 
         if (amountOfJumpsLeft <= 0)
         {
             canJump = false;
         }
         else 
         {
             canJump = true;
         }
     }
 
     private void CheckMovementDirection() // Check whether or not the player is facing right and moving right and if it's not the same it will flip the character
     {
 
         if (isFacingRight && movementInputDirection < 0)
         {
             Flip();
         }
         else if (!isFacingRight && movementInputDirection > 0)
         {
             Flip();
         }
 
         if (rb2d.velocity.x != 0)
         {
             isRunning = true;
         }
         else 
         {
             isRunning = false;
         }
 
     }
 
     private void UpdateAnimations() 
     {
         anim.SetBool("isRunning", isRunning);
         anim.SetBool("isGrounded", isGrounded);
         anim.SetFloat("yVelocity", rb2d.velocity.y);
     }
 
     private void CheckInput() // Check Input that we are expecting from the player
     {
         movementInputDirection = Input.GetAxisRaw("Horizontal"); // Based off this input we will apply force to the player
 
         if (Input.GetButtonDown("Jump")) 
         {
             Jump();
         }
 
     }
 
     private void Jump() 
     {
 
         if (canJump) 
         {
             rb2d.velocity = new Vector2(rb2d.velocity.x, jumpForce);
             amountOfJumpsLeft--;
         }
     }
 
     private void ApplyMovement()
     {
         rb2d.velocity = new Vector2(movementSpeed * movementInputDirection, rb2d.velocity.y);
     }
 
     private void Flip()
     {
         isFacingRight = !isFacingRight;
         transform.Rotate(0.0f, 180.0f, 0.0f);
     }
 
     private void OnDrawGizmos()
     {
         Gizmos.DrawWireSphere(groundCheck.position, groundCheckRadius);
     }
 }
 
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Answer by Kudorado · Jun 01, 2020 at 07:24 AM

I think this might help you. @DevYoung

   public float initVelocity = 5; //force when first click
     public float continueVelocity = 0.25f; //force when holding mouse button
     public float jumpDuration = 2f;  //holding button duration
 
     float jumpTime;
     Rigidbody2D body2D;
     bool isJumping, canJump = true;
 
 
     void Start()
     {
         body2D = GetComponent<Rigidbody2D>();
     }
 
     void Update()
     {
         JumpInput();
     }
     void JumpInput()
     {
 
         if (Input.GetMouseButtonDown(0) && canJump)
         {
             canJump = false; //this might set true when player collide with ground.
             jumpTime = 0; //reset jump time
             isJumping = true; //player jumping
             Vector2 jumpDir = (Vector2.one); //you can change the direction according to your game.
             body2D.velocity = jumpDir * initVelocity; //instant add velocity for player
         }
         if (isJumping && jumpTime < jumpDuration)
         {
             Vector2 jumpDir = Vector2.one; //you can change the direction according to your game.
             body2D.AddForce(jumpDir * continueVelocity, ForceMode2D.Impulse); //add more force to the player.
             jumpTime += Time.deltaTime;
         }
         if (Input.GetMouseButtonUp(0))
         {
             isJumping = false; //player no longer hold mouse button, ain't jump anymore.
         }
     }
  
 


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