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Another Double Jump Question
Trying to incorporate a double jump into some character movement code I found online. I just don't have the knowledge or skills to figure out how to do it. I've looked through other Double jump questions, but since the code is completely different from mine I really don't know how to work their solutions into my stuff. Here is my code below, hopefully someone can help me out, it would be greatly appreciated. Not sure which parts of the code are most important so I just put the whole script.
var walkSpeed = 6.0;
var runSpeed = 11.0;
// If true, diagonal speed (when strafing + moving forward or back) can't exceed normal move speed; otherwise it's about 1.4 times faster
var limitDiagonalSpeed = true;
// If checked, the run key toggles between running and walking. Otherwise player runs if the key is held down and walks otherwise
// There must be a button set up in the Input Manager called "Run"
var toggleRun = false;
var jumpSpeed = 8.0;
var gravity = 20.0;
// Units that player can fall before a falling damage function is run. To disable, type "infinity" in the inspector
var fallingDamageThreshold = 10.0;
// If the player ends up on a slope which is at least the Slope Limit as set on the character controller, then he will slide down
var slideWhenOverSlopeLimit = false;
// If checked and the player is on an object tagged "Slide", he will slide down it regardless of the slope limit
var slideOnTaggedObjects = false;
var slideSpeed = 12.0;
// If checked, then the player can change direction while in the air
var airControl = true;
// Small amounts of this results in bumping when walking down slopes, but large amounts results in falling too fast
var antiBumpFactor = .75;
// Player must be grounded for at least this many physics frames before being able to jump again; set to 0 to allow bunny hopping
var antiBunnyHopFactor = 1;
private var moveDirection = Vector3.zero;
private var grounded = false;
private var controller : CharacterController;
private var myTransform : Transform;
private var speed : float;
private var hit : RaycastHit;
private var fallStartLevel : float;
private var falling = false;
private var slideLimit : float;
private var rayDistance : float;
private var contactPoint : Vector3;
private var playerControl = false;
private var jumpTimer : int;
function Start () {
controller = GetComponent(CharacterController);
myTransform = transform;
speed = walkSpeed;
rayDistance = controller.height * .5 + controller.radius;
slideLimit = controller.slopeLimit - .1;
jumpTimer = antiBunnyHopFactor;
oldPos = transform.position;
}
function FixedUpdate() {
var inputX = Input.GetAxis("Horizontal");
// If both horizontal and vertical are used simultaneously, limit speed (if allowed), so the total doesn't exceed normal move speed
var inputModifyFactor = (inputX != 0.0 != 0.0 && limitDiagonalSpeed)? .7071 : 1.0;
if (grounded) {
var sliding = false;
// See if surface immediately below should be slid down. We use this normally rather than a ControllerColliderHit point,
// because that interferes with step climbing amongst other annoyances
if (Physics.Raycast(myTransform.position, -Vector3.up, hit, rayDistance)) {
if (Vector3.Angle(hit.normal, Vector3.up) > slideLimit)
sliding = true;
}
// However, just raycasting straight down from the center can fail when on steep slopes
// So if the above raycast didn't catch anything, raycast down from the stored ControllerColliderHit point instead
else {
Physics.Raycast(contactPoint + Vector3.up, -Vector3.up, hit);
if (Vector3.Angle(hit.normal, Vector3.up) > slideLimit)
sliding = true;
}
// If we were falling, and we fell a vertical distance greater than the threshold, run a falling damage routine
if (falling) {
falling = false;
if (myTransform.position.y < fallStartLevel - fallingDamageThreshold)
FallingDamageAlert (fallStartLevel - myTransform.position.y);
}
// If running isn't on a toggle, then use the appropriate speed depending on whether the run button is down
if (!toggleRun)
speed = Input.GetButton("Run")? runSpeed : walkSpeed;
// If sliding (and it's allowed), or if we're on an object tagged "Slide", get a vector pointing down the slope we're on
if ( (sliding && slideWhenOverSlopeLimit) || (slideOnTaggedObjects && hit.collider.tag == "Slide") ) {
var hitNormal = hit.normal;
moveDirection = Vector3(hitNormal.x, -hitNormal.y, hitNormal.z);
Vector3.OrthoNormalize (hitNormal, moveDirection);
moveDirection *= slideSpeed;
playerControl = false;
}
// Otherwise recalculate moveDirection directly from axes, adding a bit of -y to avoid bumping down inclines
else {
moveDirection = Vector3(inputX * inputModifyFactor, -antiBumpFactor);
moveDirection = myTransform.TransformDirection(moveDirection) * speed;
playerControl = true;
}
// Jump! But only if the jump button has been released and player has been grounded for a given number of frames
if (!Input.GetButton("Jump"))
jumpTimer++;
else if (jumpTimer >= antiBunnyHopFactor)
{
moveDirection.y = jumpSpeed;
jumpTimer = 0;
}
}
else {
// If we stepped over a cliff or something, set the height at which we started falling
if (!falling) {
falling = true;
fallStartLevel = myTransform.position.y;
}
// If air control is allowed, check movement but don't touch the y component
if (airControl && playerControl) {
moveDirection.x = inputX * speed * inputModifyFactor;
moveDirection = myTransform.TransformDirection(moveDirection);
}
}
// Apply gravity
moveDirection.y -= gravity * Time.deltaTime;
// Move the controller, and set grounded true or false depending on whether we're standing on something
grounded = (controller.Move(moveDirection * Time.deltaTime) & CollisionFlags.Below) != 0;
if(controller.transform.position.y < -10){
controller.transform.position.x = -10;
controller.transform.position.y = 0;
controller.transform.position.z = 3.5;
}
}
function Update () {
// If the run button is set to toggle, then switch between walk/run speed. (We use Update for this...
// FixedUpdate is a poor place to use GetButtonDown, since it doesn't necessarily run every frame and can miss the event)
if (toggleRun && grounded && Input.GetButtonDown("Run"))
speed = (speed == walkSpeed? runSpeed : walkSpeed);
}
// Store point that we're in contact with for use in FixedUpdate if needed
function OnControllerColliderHit (hit : ControllerColliderHit) {
contactPoint = hit.point;
}
// If falling damage occured, this is the place to do something about it. You can make the player
// have hitpoints and remove some of them based on the distance fallen, add sound effects, etc.
function FallingDamageAlert (fallDistance : float) {
Debug.Log ("Ouch! Fell " + fallDistance + " units!");
}
Frankly, UnityAnswers is not a place to beg for scripts. You simply posted a script, which you copied from somewhere and expect us to modify it at your liking. Finding out how to implement stuff is the main part of program$$anonymous$$g. We will help you if you are stuck but nobody will just write a script for you, if you didn't even try.