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Question by daniel5121 · Feb 12, 2018 at 09:25 PM · animationdelaycontrols

(2D Platformer) Controls with gliding animation

I have made it so when i hold space bar it starts the gliding animation but jump is also space so now it sometimes glides when it is meant to jump so how can i set it so space has to be held down for a longer time for it to start the glide animation here is my current script for player controller:

using UnityEngine; using System.Collections;

public class PlayerController : MonoBehaviour {

 public float moveSpeed;
 private Rigidbody2D myRigidbody;

 public float JumpSpeed;

 public Transform groundCheck;
 public float groundCheckRadius;
 public LayerMask whatIsGround;

 public bool isGrounded;

 private Animator myAnim;

 public Vector3 respawnPosition;

 public LevelManager theLevelManager;

 public Sprite[] DeathsSprites;
 public bool PlayerDead = false;
 public float DeathSpriteAnimTime = 0.1f; // delay between changing Death Sprites

 // Use this for initialization
 void Start()
 {
     myRigidbody = GetComponent<Rigidbody2D>();
     myAnim = GetComponent<Animator>();

     respawnPosition = transform.position;

     theLevelManager = FindObjectOfType<LevelManager>();
 }

 float GliderTimerDelay = 0.3f;
 float CurrentGliderDealy = 0;
 // Update is called once per frame
 void Update()
 {


     if (PlayerDead) // check if we are dead dont let the player to move 
         return;

     isGrounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, whatIsGround);


     if (!isGrounded)
     {
         CurrentGliderDealy += Time.deltaTime;

     }
     else
     {
         CurrentGliderDealy = 0;
     }
     if (Input.GetAxisRaw("Horizontal") > 0f)
     {
         myRigidbody.velocity = new Vector3(moveSpeed, myRigidbody.velocity.y, 0f);
         transform.localScale = new Vector3(0.4f, 0.4f, 0.3f);
     }
     else if (Input.GetAxisRaw("Horizontal") < 0f)
     {
         myRigidbody.velocity = new Vector3(-moveSpeed, myRigidbody.velocity.y, 0f);
         transform.localScale = new Vector3(-0.4f, 0.4f, -0.3f);                                  //^ use theese two to make the body turn to face direction when pressing a or d  

     }
     else
     {
         myRigidbody.velocity = new Vector3(0, myRigidbody.velocity.y, 0f);

     }
 


    if (Input.GetButtonDown("Jump") && isGrounded)
     {

         myRigidbody.velocity = new Vector3(myRigidbody.velocity.x, JumpSpeed, 0f);
        
     }

    
     if ( Input.GetButton("Jump") && CurrentGliderDealy >= GliderTimerDelay)
     {
         myRigidbody.velocity = new Vector3(myRigidbody.velocity.x, 0, 0f);
         myAnim.SetFloat("Glide", Mathf.Abs(myRigidbody.velocity.x));

     }
      else
     {
         myAnim.SetFloat("Speed", Mathf.Abs(myRigidbody.velocity.x));

     }



     myAnim.SetBool("Grounded", isGrounded);
 }


 void OnTriggerEnter2D(Collider2D other)
 {
     if (other.CompareTag("KillPlane"))
     {

         //gameObject.SetActive(false);

         //transform.position = respawnPosition;
         theLevelManager.Respawn();

     }

     else if (other.CompareTag("Checkpoint"))
     {
         respawnPosition = other.transform.position;
     }

 }

 void OnCollisionEnter2D(Collision2D other)
 {
     if (other.gameObject.tag == "MovingPlatform")
     {
         transform.parent = other.transform;
     }
 }

 void OnCollisionExit2D(Collision2D other)
 {
     if (other.gameObject.tag == "MovingPlatform")
     {
         transform.parent = null;
     }
 }

}

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