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Question by paulnic1208 · Jan 21, 2021 at 10:15 AM · gravityjumpingplayer movement

How would I limit jumps to 1 until the player touches the ground again?,What do I need to add to limit the jumps to 1 until the player hits the ground again?

using System; using Cinemachine.Utility; using UnityEngine;

public class PlayerMove : MonoBehaviour { public float Speed; public float VelocityDamping; public float JumpTime;

 public enum ForwardMode { Camera, Player, World };
 public ForwardMode InputForward;

 public bool RotatePlayer = true;

 public Action SpaceAction;
 public Action EnterAction;

 Vector3 m_currentVleocity;
 float m_currentJumpSpeed;
 float m_restY;

 private void Reset()
 {
     Speed = 5;
     InputForward = ForwardMode.Camera;
     RotatePlayer = true;
     VelocityDamping = 0.5f;
     m_currentVleocity = Vector3.zero;
     JumpTime = 1;
     m_currentJumpSpeed = 0;
 }

 private void OnEnable()
 {
     m_currentJumpSpeed = 0;
     m_restY = transform.position.y;
     SpaceAction -= Jump;
     SpaceAction += Jump;
 }

 void Update()
 {
     Vector3 fwd;
     switch (InputForward)
     {
         case ForwardMode.Camera: fwd = Camera.main.transform.forward; break;
         case ForwardMode.Player: fwd = transform.forward; break;
         case ForwardMode.World: default: fwd = Vector3.forward; break;

     }


     fwd.y = 0;
     fwd = fwd.normalized;
     if (fwd.sqrMagnitude < 0.01f)
         return;

     Quaternion inputFrame = Quaternion.LookRotation(fwd, Vector3.up);
     Vector3 input = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
     input = inputFrame * input;

     var dt = Time.deltaTime;
     var desiredVelocity = input * Speed;
     var deltaVel = desiredVelocity - m_currentVleocity;
     m_currentVleocity += Damper.Damp(deltaVel, VelocityDamping, dt);

     transform.position += m_currentVleocity * dt;
     if (RotatePlayer && m_currentVleocity.sqrMagnitude > 0.01f)
     {
         var qA = transform.rotation;
         var qB = Quaternion.LookRotation(
             (InputForward == ForwardMode.Player && Vector3.Dot(fwd, m_currentVleocity) < 0)
                 ? -m_currentVleocity : m_currentVleocity);
         transform.rotation = Quaternion.Slerp(qA, qB, Damper.Damp(1, VelocityDamping, dt));
     }

     // Process jump
     if (m_currentJumpSpeed != 0)
         m_currentJumpSpeed -= 10 * dt;
     var p = transform.position;
     p.y += m_currentJumpSpeed * dt;
     if (p.y < m_restY)
     {
         p.y = m_restY;
         m_currentJumpSpeed = 0;
     }
     transform.position = p;

     if (Input.GetKeyDown(KeyCode.Space) && SpaceAction != null)
         SpaceAction();
     if (Input.GetKeyDown(KeyCode.Return) && EnterAction != null)
         EnterAction();
 }

 public void Jump() { m_currentJumpSpeed += 10 * JumpTime * 0.5f; }

}

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