Question by 
               kuba2109 · Mar 09 at 04:47 PM · 
                gamelinerenderer  
              
 
              Line Renderer Problem
Hi, Im making a 2D platform Game and I need help. I have double jump and my line renderer shows were im jumping. But i need that if i jump twice the line renderer stops work so it shows the player that he cant jump and if i fall to the ground the line renderer will start working
Here s my script:
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 using UnityEngine.SceneManagement;
 
 
 public class Player1 : MonoBehaviour
 {
 
     public float power;
     public Rigidbody2D rb;
 
     public Vector2 minPower;
     public Vector2 maxPower;
 
 
     public bool isGrounded;
     public Transform groundCheck;
     public float checkRadius;
     public LayerMask whatIsGround;
 
     private int ExtraJumps;
     public int extraJumpValue;
 
     TrajectoryLine tl;
 
     Camera cam;
 
     Vector2 force;
     Vector3 startPoint;
     Vector3 endPoint;
 
     void Start()
     {
 
         cam = Camera.main;
         tl = GetComponent<TrajectoryLine>();
 
 
 
     }
 
 
 
     private void Update()
     {
 
         isGrounded = Physics2D.OverlapCircle(groundCheck.position, checkRadius, whatIsGround);
 
         if (isGrounded == true)
         {
             ExtraJumps = extraJumpValue;
         }
 
         if (Input.GetMouseButtonDown(0))
         {
 
             startPoint = cam.ScreenToWorldPoint(Input.mousePosition);
             startPoint.z = 15;
 
         }
 
         if (Input.GetMouseButton(0))
         {
             Vector3 currentPoint = cam.ScreenToWorldPoint(Input.mousePosition);
             currentPoint.z = 15;
             tl.RenderLine(startPoint, currentPoint);
         }
 
         if (Input.GetMouseButtonUp(0) && ExtraJumps > 0)
         {
 
             endPoint = cam.ScreenToWorldPoint(Input.mousePosition);
             endPoint.z = 15;
             ExtraJumps--;
 
             force = new Vector2(Mathf.Clamp(startPoint.x - endPoint.x, minPower.x, maxPower.x), Mathf.Clamp(startPoint.y - endPoint.y, minPower.y, maxPower.y));
             rb.AddForce(force * power, ForceMode2D.Impulse);
             tl.EndLine();
         }
         else if ((Input.GetMouseButtonUp(0) && ExtraJumps == 1 && isGrounded == false))
         {
             endPoint = cam.ScreenToWorldPoint(Input.mousePosition);
             endPoint.z = 15;
             GetComponent<LineRenderer>().enabled = false;
 
             force = new Vector2(Mathf.Clamp(startPoint.x - endPoint.x, minPower.x, maxPower.x), Mathf.Clamp(startPoint.y - endPoint.y, minPower.y, maxPower.y));
             rb.AddForce(force * power, ForceMode2D.Impulse);
             tl.EndLine();
         }
 
       
 
 
 
 
 
 
 
     }
 }
 
               and the Trajectory line script:
[RequireComponent(typeof(LineRenderer))] public class TrajectoryLine : MonoBehaviour { public LineRenderer lr;
 private void Awake()
 {
     lr = GetComponent<LineRenderer>();
 }
 public void RenderLine(Vector3 startPoint, Vector3 endPoint)
 {
     lr.positionCount = 2;
     Vector3[] points = new Vector3[2];
     points[0] = startPoint;
     points[1] = endPoint;
     lr.SetPositions(points);
 }
 public void EndLine ()
 {
     lr.positionCount = 0;
 }
 
               } alt text
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