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Question by SuperCrow2 · Aug 20, 2020 at 12:00 AM · c#unity 2dcharactertime.deltatimekeyboard input

Only able to Hit the Z key once every 10 seconds

My Z keys gets him to high jump. That works. But as soon as he lands, he can high jump again. I am trying to make it so you need to wait 10 seconds before doing it again, but as you can see, I failed pretty badly lol.

  private bool canHighJump;
     private bool isGrounded;
     public Transform groundCheck;
     public float checkRadius;
     public LayerMask whatIsGround;
 
     
      void Start()
    {
         rb = GetComponent<Rigidbody2D>();
         //Set a starting velocity when our Game Starts (Set x to 1 for moving Right and -1 for moving Left)
         Vector3 DefaultVelocity = new Vector3(1 * spead, 0, 0);
         rb.velocity = DefaultVelocity;
         moveDir = spead;
     }
 
     //---------------------------------------------------------------------------------------------------------
 
     void FixedUpdate()
     {
 
         //jump
         isGrounded = Physics2D.OverlapCircle(groundCheck.position, checkRadius, whatIsGround);
 
 
 //move left and right with left and right arrow keys
 
         moveInput = moveInput = Input.GetAxisRaw("Horizontal");  //moveInput = Input.GetAxis("Horizontal") caused him to brifely stop when hitting the arrow again.  So changed it to "GetAxisRaw" fixed it
 
 
  //True if there is no Input
         if (moveInput == 0f)
         {
 
             //We will try to use rb.velocity.x existing Velocity/Movement instead
 
             //True if our Object is already moving
             if (rb.velocity.x > 0f)    //True if Moving Right
                 moveInput = 1f;
             else if (rb.velocity.x < 0f)   //True if Moving Left
                 moveInput = -1f;
             //If both Statements failed, there is no Horizontal Movement
             //moveInput will continue to be at 0
         }
 
  //True if there is Input OR we managed to use the existing Velocity instead to fill the value of moveInput
         if (moveInput != 0f)
             //Continue as per normal
             rb.velocity = new Vector3(moveInput * spead, rb.velocity.y);
 
 
         if (facingRight == false && moveInput > 0)
         {
             Flip();
 
         }
 
 
         else if (facingRight == true && moveInput < 0)
         { //because he is moving left while facing right
             Flip();
         }
     }
     //------------------------------------------------------------------------
     public void Update()
     //press key to jump
 
     {
 
 float input = Input.GetAxis("Horizontal");
 
         if (input > 0 && moveDir < 0)
         {
             moveDir = spead;
             Flip();
         }
         else if (input < 0 && moveDir > 0)
         {
             moveDir = -spead;
             Flip();
         }
 
 
         //CODING THE SPACE BAR TO JUMP
 
         if (isGrounded && Input.GetKeyDown(KeyCode.Space))
         {
             rb.AddForce(Vector3.up * jumpForce);
             rb.velocity = Vector3.up * jumpForce;
             SoundManager.PlaySound("jump");
         }
 
         rb.velocity = new Vector2(moveDir, rb.velocity.y);
 
 
 
         //CODING THE Z KEY TO HIGH JUMP
         if (isGrounded && Input.GetKeyDown(KeyCode.Z))
         {
             rb.AddForce(Vector3.up * highJumpForce);
             rb.velocity = Vector3.up * highJumpForce;
 
             canHighJump = true;
             
             Physics2D.IgnoreLayerCollision(10, 8, true);  //disables the two layer collisions after hitting Z
             
              StartCoroutine(EnablePlayerCollider2D());
             StartCoroutine("HighJumpCoolDown");
 
 }
     }
 
     private IEnumerator EnablePlayerCollider2D() //re-enable the two layer collisions
     {
         yield return new WaitForSeconds(0.5f); // wait 1/10th of a second 0.1f
         Physics2D.IgnoreLayerCollision(10, 8, false); //re-enables the two layer collisions after landing back down
       
     }
 
     private IEnumerator HighJumpCoolDown() //cant high jump till cool down is up
     {
         yield return new WaitForSeconds(10f); // cooldown is 10 seconds
         CanHighJump();
     }
 
    
   private void CanHighJump()
    { 
             canHighJump = false;
 
         }
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Best Answer

Answer by Aviryx · Aug 20, 2020 at 12:39 AM

Try using this standalone script and see if you get the debug messages.


 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;

 public class HighJumpTest : MonoBehaviour
 {
     public bool canHighJump;

     void Start()
     {
         canHighJump = true;
     }

     void Update()
     {
         if (Input.GetKeyDown(KeyCode.Z))
         {
             if (canHighJump)
             {
                 Debug.Log("Can High Jump");
                 StartCoroutine(HighJumpCooldown());
             }
         }
     }

     private IEnumerator HighJumpCooldown()
     {
         canHighJump = false;
         Debug.Log("Can Not High Jump");
         yield return new WaitForSeconds(10f);
         canHighJump = true;
         Debug.Log("Can High Jump");
     }
 }
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avatar image SuperCrow2 · Aug 20, 2020 at 01:01 AM 0
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this caused him to not being able to high jump at all after pressing Z. Removing the " canHighJump = true;" in the Z key section didnt work either.

    //CODING THE Z KEY TO HIGH JU$$anonymous$$P
         if (isGrounded && Input.GetKeyDown(KeyCode.Z))
         {
             if (canHighJump)
             {
 
                 rb.AddForce(Vector3.up * highJumpForce);
                 rb.velocity = Vector3.up * highJumpForce;
 
                 canHighJump = true;
 
                 Physics2D.IgnoreLayerCollision(10, 8, true);  //disables the two layer collisions after hitting Z
 
                 StartCoroutine(EnablePlayerCollider2D());
                 StartCoroutine(HighJumpCoolDown());
            }
         }
 
     }
     private IEnumerator EnablePlayerCollider2D() //re-enable the two layer collisions
     {
         yield return new WaitForSeconds(0.5f); // wait 1/10th of a second 0.1f
         Physics2D.IgnoreLayerCollision(10, 8, false); //re-enables the two layer collisions after landing back down
       
     }
 
     private IEnumerator HighJumpCoolDown() //cant high jump till cool down is up
     {
             canHighJump = false;
         yield return new WaitForSeconds(10f); // cooldown is 10 seconds
             canHighJump = true;
     }
avatar image Aviryx SuperCrow2 · Aug 20, 2020 at 01:21 AM 0
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updated answer.

avatar image SuperCrow2 Aviryx · Aug 20, 2020 at 01:25 AM 0
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Ah. Just needed one simple line of code in the start method lol. it works now thanks! I will accept your answer as the correct one.

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