Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by VoLkizz · Nov 19, 2014 at 08:22 PM ·

Delay befor Jump with character controller

Hi everyone. How to make delay before jump after space is pressed in this particular script (standard assets character movement script converted in C#). I'd read about Coroutine and IEnumerator with WaitForSeconds, but don't know how to implement it in this script. I just need to make delay for 0.5sec.

 using UnityEngine;
 using System.Collections;
 
 public class CharAdvanceMovement : MonoBehaviour 
 {
     public AnimationClip idleAnimation;
     public AnimationClip walkAnimation;
     public AnimationClip runAnimation;
     public AnimationClip jumpPoseAnimation;
     
     public float walkMaxAnimationSpeed = 0.75F;
     public float trotMaxAnimationSpeed = 1F;
     public float runMaxAnimationSpeed = 1F;
     public float jumpAnimationSpeed = 1F;
     public float landAnimationSpeed =1F;
     
     private Animation _animation;
 
     enum CharacterState 
     {
         Idle = 0,
         Walking = 1,
         Trotting = 2,
         Running = 3,
         Jumping = 4,   
     }
     private CharacterState _characterState;
     // The speed when walking
     public float walkSpeed = 2.0F;
     // after trotAfterSeconds of walking we trot with trotSpeed
     public float trotSpeed = 4.0F;
     // when pressing "Fire3" button (cmd) we start running
     public float runSpeed = 6.0F;
     
     public float inAirControlAcceleration = 3.0F;
     
     // How high do we jump when pressing jump and letting go immediately
     public float jumpHeight = 0.5F;
     
     // The gravity for the character
     public float gravity = 20.0F;
     // The gravity in controlled descent mode
     public float speedSmoothing = 10.0F;
     public float rotateSpeed = 1000000.0F;
     public float trotAfterSeconds = 3.0F;
     
     public bool canJump= true;
     
     private float jumpRepeatTime = 0.05F;
     private float jumpTimeout = 0.15F;
     private float groundedTimeout = 0.25F;
     
     // The camera doesnt start following the target immediately but waits for a split second to avoid too much waving around.
     private float lockCameraTimer = 0.0F;
     
     // The current move direction in x-z
     public Vector3 moveDirection = Vector3.zero;
     // The current vertical speed
     private float verticalSpeed = 0.0F;
     // The current x-z move speed
     public float moveSpeed = 0.0F;
     
     // The last collision flags returned from controller.Move
     private CollisionFlags collisionFlags ;
     
     // Are we jumping? (Initiated with jump button and not grounded yet)
     private bool jumping = false;
     private bool jumpingReachedApex = false;
     
     // Are we moving backwards (This locks the camera to not do a 180 degree spin)
     private bool movingBack = false;
     // Is the user pressing any keys?
     public bool isMoving = false;
     // When did the user start walking (Used for going into trot after a while)
     private float runTimeStart = 0.0F;
     // Last time the jump button was clicked down
     private float lastJumpButtonTime = -10.0F;
     // Last time we performed a jump
     private float lastJumpTime = -1.0F;
 
     private bool isCrawling = false;
     public bool EnableZ = true;
 
       // the height we jumped from (Used to determine for how long to apply extra jump power after jumping.)
     //private float lastJumpStartHeight;
     
     private Vector3 inAirVelocity = Vector3.zero;
     
     private float lastGroundedTime = 0.0F;
 
     private bool isControllable = true;
     
     // Use this for initialization
     void  Awake ()
     {
 
         moveDirection = transform.TransformDirection(Vector3.forward);
         
         _animation = GetComponent<Animation>();
         if(!_animation)
             Debug.Log("The character you would like to control doesn't have animations. Moving her might look weird.");
         
             if(!idleAnimation) {
             _animation = null;
             Debug.Log("No idle animation found. Turning off animations.");
         }
         if(!walkAnimation) {
             _animation = null;
             Debug.Log("No walk animation found. Turning off animations.");
         }
         if(!runAnimation) {
             _animation = null;
             Debug.Log("No run animation found. Turning off animations.");
         }
         if(!jumpPoseAnimation & canJump) {
             _animation = null;
             Debug.Log("No jump animation found and the character has canJump enabled. Turning off animations.");
         }
         
     }
     void  UpdateSmoothedMovementDirection ()
     {
 
         Transform cameraTransform = Camera.main.transform;
         bool grounded = IsGrounded();
         
         // Forward vector relative to the camera along the x-z plane   
         Vector3 forward= cameraTransform.TransformDirection(Vector3.forward);
         forward.y = 0;
         forward = forward.normalized;
         
         // Right vector relative to the camera
         // Always orthogonal to the forward vector
         Vector3 right= new Vector3(forward.z, 0, -forward.x);
         if (EnableZ) 
         {
             float v = Input.GetAxisRaw ("Vertical");
         }
             float h = Input.GetAxisRaw ("Horizontal");
         
             // Are we moving backwards or looking backwards
             if (v < -0.2f)
                     movingBack = true;
             else
                     movingBack = false;
         
 
         
         // Target direction relative to the camera
          Vector3 targetDirection= h * right + v * forward;
         
         // Grounded controls
         if (grounded)
         {
             // We store speed and direction seperately,
             // so that when the character stands still we still have a valid forward direction
             // moveDirection is always normalized, and we only update it if there is user input.
             if (targetDirection != Vector3.zero)
             {
                 // If we are really slow, just snap to the target direction
                 if (moveSpeed < walkSpeed * 0.9f & grounded)
                 {
                     moveDirection = targetDirection.normalized;
                 }
                 // Otherwise smoothly turn towards it
                 else
                 {
                     moveDirection = Vector3.RotateTowards(moveDirection, targetDirection, rotateSpeed * Mathf.Rad2Deg * Time.deltaTime, 1000);
                     moveDirection = moveDirection.normalized;
                 }
             }
             
             // Smooth the speed based on the current target direction
             float curSmooth= speedSmoothing * Time.deltaTime;
             
             // Choose target speed
             //* We want to support analog input but make sure you cant walk faster diagonally than just forward or sideways
             float targetSpeed= Mathf.Min(targetDirection.magnitude, 1.0f);
             
             _characterState = CharacterState.Idle;
             
             // Pick speed modifier
             if (Input.GetKey (KeyCode.LeftShift) || Input.GetKey (KeyCode.RightShift))
             {
                 targetSpeed *= walkSpeed; 
                 _characterState = CharacterState.Walking;
                 isCrawling = true;
             }
             else if (Time.time - trotAfterSeconds > runTimeStart)
             {
                 targetSpeed *= trotSpeed;
                 _characterState = CharacterState.Trotting;
 
             }
             else
             {
                 targetSpeed *= runSpeed;
                 _characterState = CharacterState.Running;
                 isCrawling = false;
             }
 
             moveSpeed = Mathf.Lerp(moveSpeed, targetSpeed, curSmooth);
             
             // Reset run time start when we slow down
             if (moveSpeed < runSpeed * 1.0f)
             {
                 runTimeStart = Time.time;
             }
         }
         // In air controls
         else
         {
             if (isMoving)
             {
                 inAirVelocity += targetDirection.normalized * Time.deltaTime * inAirControlAcceleration;
             }
         }
     }
 
     void  ApplyJumping ()
     {
         // Prevent jumping too fast after each other
         if (lastJumpTime + jumpRepeatTime > Time.time)
             return;
         
         if (IsGrounded()) {
             // Jump
             // - Only when pressing the button down
             // - With a timeout so you can press the button slightly before landing    
             if (canJump & Time.time < lastJumpButtonTime + jumpTimeout)
             {
                 verticalSpeed = CalculateJumpVerticalSpeed (jumpHeight);
                 SendMessage("DidJump", SendMessageOptions.DontRequireReceiver);
             }
         }
     }
 
     void  ApplyGravity ()
     {
         if (isControllable) // don't move player at all if not controllable.
         {
             // Apply gravity
             //bool jumpButton= Input.GetButton("Jump");
             // When we reach the apex of the jump we send out a message
             if (jumping & !jumpingReachedApex & verticalSpeed <= 0.0f)
             {
                 jumpingReachedApex = true;
                 SendMessage("DidJumpReachApex", SendMessageOptions.DontRequireReceiver);
             }
             
             if (IsGrounded ())
                 verticalSpeed = 0.0f;
             else
                 verticalSpeed -= gravity * Time.deltaTime;
         }
     }
 
     float  CalculateJumpVerticalSpeed ( float targetJumpHeight  )
     {
         // From the jump height and gravity we deduce the upwards speed
         // for the character to reach at the apex.
         return Mathf.Sqrt(2 * targetJumpHeight * gravity);
     }  
     void  DidJump ()
     {
         jumping = true;
         jumpingReachedApex = false;
         lastJumpTime = Time.time;
         //lastJumpStartHeight = transform.position.y;
         lastJumpButtonTime = -10;
         
         _characterState = CharacterState.Jumping;
     }
     void Update ()
     {        
         if (!isControllable)
         {
             // kill all inputs if not controllable.
             Input.ResetInputAxes();
         }
         
         if (Input.GetButtonDown ("Jump"))
         {
             lastJumpButtonTime = Time.time;
         }
         
         UpdateSmoothedMovementDirection();
         
         // Apply gravity
         // - extra power jump modifies gravity
         // - controlledDescent mode modifies gravity
         ApplyGravity ();
         
         // Apply jumping logic
         ApplyJumping ();
 
 
         // Calculate actual motion
         Vector3 movement= moveDirection * moveSpeed + new Vector3 (0, verticalSpeed, 0) + inAirVelocity;
         movement *= Time.deltaTime;
         
         // Move the controller
         CharacterController controller = GetComponent<CharacterController>();
         collisionFlags = controller.Move (movement);
                 
 
 
 
         // ANIMATION sector
         if(_animation) 
         {
             if(_characterState == CharacterState.Jumping)
             {
                 if(!jumpingReachedApex) 
                 {
                     _animation[jumpPoseAnimation.name].speed = jumpAnimationSpeed;
                     _animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
                     _animation.CrossFade(jumpPoseAnimation.name);
                 } 
                 else 
                 {
                     _animation[jumpPoseAnimation.name].speed = -landAnimationSpeed;
                     _animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
                     _animation.CrossFade(jumpPoseAnimation.name);              
                 }
             }
             else
             {
                 if(controller.velocity.sqrMagnitude < 0.1f) {
                     _animation.CrossFade(idleAnimation.name);
                 }
                 else
                 {
                     if(_characterState == CharacterState.Running) 
                     {
                         _animation[runAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0f, runMaxAnimationSpeed);
                         _animation.CrossFade(runAnimation.name);   
                     }
                     else if(_characterState == CharacterState.Trotting) 
                     {
                         _animation[walkAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0f, trotMaxAnimationSpeed);
                         _animation.CrossFade(walkAnimation.name);  
                     }
                     else if(_characterState == CharacterState.Walking) 
                     {
                         _animation[walkAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0f, walkMaxAnimationSpeed);
                         _animation.CrossFade(walkAnimation.name);  
                     }
                     
                 }
             }
         }
         // ANIMATION sector
         
         // Set rotation to the move direction
         if (IsGrounded() && !isCrawling) 
         {        
             transform.rotation = Quaternion.LookRotation(moveDirection);
             }  
         else if(!isCrawling)
         {
             Vector3 xzMove = movement;
             xzMove.y = 0;
             if (xzMove.sqrMagnitude > 0.001f)
             {
                 transform.rotation = Quaternion.LookRotation(xzMove);
             }
         }  
         
         // We are in jump mode but just became grounded
         if (IsGrounded())
         {
             lastGroundedTime = Time.time;
             inAirVelocity = Vector3.zero;
             if (jumping)
             {
                 jumping = false;
                 SendMessage("DidLand", SendMessageOptions.DontRequireReceiver);
             }
         }
     }
     void  OnControllerColliderHit ( ControllerColliderHit hit)
     {
         
             if (hit.moveDirection.y > 0.01f) 
         {
             return;
         }
     }  
     float  GetSpeed ()
     {
         return moveSpeed;
     }
     
     bool  IsJumping ()
     {
         return jumping;
     }
     
     bool  IsGrounded ()
     {
         return (collisionFlags & CollisionFlags.CollidedBelow) != 0;
     }
     
     Vector3  GetDirection ()
     {
         return moveDirection;
     }
     
     bool  IsMovingBackwards ()
     {
         return movingBack;
     }
     
     float  GetLockCameraTimer ()
     {
         return lockCameraTimer;
     }
     
     bool IsMoving ()
     {
         return Mathf.Abs(Input.GetAxisRaw("Vertical")) + Mathf.Abs(Input.GetAxisRaw("Horizontal")) > 0.5f;
     }
     bool  HasJumpReachedApex (){
         return jumpingReachedApex;
     }
     
     bool  IsGroundedWithTimeout (){
         return lastGroundedTime + groundedTimeout > Time.time;
     }
     
     void  Reset ()
     {
         gameObject.tag = "Player";
     }
 }
 
 
 Thanks in advance
 
 
Comment
Add comment · Show 3
10 |3000 characters needed characters left characters exceeded
â–¼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Uldeim · Nov 19, 2014 at 10:31 PM 0
Share

This is way too much code. Get things down to a simple case (say, translate on x after 0.5s or something) and try to do that first.

avatar image SaraCecilia · Nov 20, 2014 at 02:27 PM 1
Share

I would check out a tutorial on how to use Coroutines/Yield (just Google WaitForSeconds c# tutorial.)

Then these threads could be of help: http://answers.unity3d.com/questions/146670/a-delayyieeldwait-function-for-function-update.html http://answers.unity3d.com/questions/350721/c-yield-waitforseconds.html

And if you want a good thread on Invoke vs Yield/WaitForSeconds, I would check this one out: http://answers.unity3d.com/questions/8759/is-invoke-just-a-short-version-for-yield-waitforse.html

avatar image VoLkizz · Nov 22, 2014 at 03:17 AM 0
Share

I've tried following:

  void ApplyJumping ()
         {
         if (lastJumpTime + jumpRepeatTime > Time.time)
             return;
             if (IsGrounded()) 
                {
            if (canJump & Time.time < lastJumpButtonTime + jumpTimeout)
               {
                      verticalSpeed = CalculateJumpVerticalSpeed (jumpHeight);
               }
            }
     
     IEnumerator DelayJump()
         {
           yield return new WaitForSeconds (2);
               ApplyJumpnig();
             }
     
     void Update()
     {
     StartCoroutine (DelayJump());
     }

But, he just stopped jump at all. Tried to move around ApplyJump(), ApplyGravity() and Input.GetButtonDown ("Jump") nothing helped.

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Addyarb · Nov 22, 2014 at 03:42 AM

Copy and paste this if you're just looking for a quick answer.

If you want to know how it's done, read my comment below after;

 using UnityEngine;
 using System.Collections;
 
 public class CharAdvanceMovement : MonoBehaviour 
 {
     public AnimationClip idleAnimation;
     public AnimationClip walkAnimation;
     public AnimationClip runAnimation;
     public AnimationClip jumpPoseAnimation;
     
     public float walkMaxAnimationSpeed = 0.75F;
     public float trotMaxAnimationSpeed = 1F;
     public float runMaxAnimationSpeed = 1F;
     public float jumpAnimationSpeed = 1F;
     public float landAnimationSpeed =1F;
     
     private Animation _animation;
     
     enum CharacterState 
     {
         Idle = 0,
         Walking = 1,
         Trotting = 2,
         Running = 3,
         Jumping = 4,   
     }
     private CharacterState _characterState;
     // The speed when walking
     public float walkSpeed = 2.0F;
     // after trotAfterSeconds of walking we trot with trotSpeed
     public float trotSpeed = 4.0F;
     // when pressing "Fire3" button (cmd) we start running
     public float runSpeed = 6.0F;
     
     public float inAirControlAcceleration = 3.0F;
     
     // How high do we jump when pressing jump and letting go immediately
     public float jumpHeight = 0.5F;
     
     // The gravity for the character
     public float gravity = 20.0F;
     // The gravity in controlled descent mode
     public float speedSmoothing = 10.0F;
     public float rotateSpeed = 1000000.0F;
     public float trotAfterSeconds = 3.0F;
     
     public bool canJump= false;
     
     private float jumpRepeatTime = 0.05F;
     private float jumpTimeout = 0.15F;
     private float groundedTimeout = 0.25F;
     
     // The camera doesnt start following the target immediately but waits for a split second to avoid too much waving around.
     private float lockCameraTimer = 0.0F;
     
     // The current move direction in x-z
     public Vector3 moveDirection = Vector3.zero;
     // The current vertical speed
     private float verticalSpeed = 0.0F;
     // The current x-z move speed
     public float moveSpeed = 0.0F;
     
     // The last collision flags returned from controller.Move
     private CollisionFlags collisionFlags ;
     
     // Are we jumping? (Initiated with jump button and not grounded yet)
     private bool jumping = false;
     private bool jumpingReachedApex = false;
     
     // Are we moving backwards (This locks the camera to not do a 180 degree spin)
     private bool movingBack = false;
     // Is the user pressing any keys?
     public bool isMoving = false;
     // When did the user start walking (Used for going into trot after a while)
     private float runTimeStart = 0.0F;
     // Last time the jump button was clicked down
     private float lastJumpButtonTime = -10.0F;
     // Last time we performed a jump
     private float lastJumpTime = -1.0F;
     
     private bool isCrawling = false;
     public bool EnableZ = true;
     
     // the height we jumped from (Used to determine for how long to apply extra jump power after jumping.)
     //private float lastJumpStartHeight;
     
     private Vector3 inAirVelocity = Vector3.zero;
     
     private float lastGroundedTime = 0.0F;
     
     private bool isControllable = true;
     
     // Use this for initialization
     void  Awake ()
     {
         
         moveDirection = transform.TransformDirection(Vector3.forward);
         
         _animation = GetComponent<Animation>();
         if(!_animation)
             Debug.Log("The character you would like to control doesn't have animations. Moving her might look weird.");
         
         if(!idleAnimation) {
             _animation = null;
             Debug.Log("No idle animation found. Turning off animations.");
         }
         if(!walkAnimation) {
             _animation = null;
             Debug.Log("No walk animation found. Turning off animations.");
         }
         if(!runAnimation) {
             _animation = null;
             Debug.Log("No run animation found. Turning off animations.");
         }
         if(!jumpPoseAnimation & canJump) {
             _animation = null;
             Debug.Log("No jump animation found and the character has canJump enabled. Turning off animations.");
         }
         
     }
     void  UpdateSmoothedMovementDirection ()
     {
         
         Transform cameraTransform = Camera.main.transform;
         bool grounded = IsGrounded();
         
         // Forward vector relative to the camera along the x-z plane   
         Vector3 forward= cameraTransform.TransformDirection(Vector3.forward);
         forward.y = 0;
         forward = forward.normalized;
         
         // Right vector relative to the camera
         // Always orthogonal to the forward vector
         Vector3 right= new Vector3(forward.z, 0, -forward.x);
         if (EnableZ) 
         {
             float v = Input.GetAxisRaw ("Vertical");
         }
         float h = Input.GetAxisRaw ("Horizontal");
         
         // Are we moving backwards or looking backwards
         if (v < -0.2f)
             movingBack = true;
         else
             movingBack = false;
         
         
         
         // Target direction relative to the camera
         Vector3 targetDirection= h * right + v * forward;
         
         // Grounded controls
         if (grounded)
         {
             // We store speed and direction seperately,
             // so that when the character stands still we still have a valid forward direction
             // moveDirection is always normalized, and we only update it if there is user input.
             if (targetDirection != Vector3.zero)
             {
                 // If we are really slow, just snap to the target direction
                 if (moveSpeed < walkSpeed * 0.9f & grounded)
                 {
                     moveDirection = targetDirection.normalized;
                 }
                 // Otherwise smoothly turn towards it
                 else
                 {
                     moveDirection = Vector3.RotateTowards(moveDirection, targetDirection, rotateSpeed * Mathf.Rad2Deg * Time.deltaTime, 1000);
                     moveDirection = moveDirection.normalized;
                 }
             }
             
             // Smooth the speed based on the current target direction
             float curSmooth= speedSmoothing * Time.deltaTime;
             
             // Choose target speed
             //* We want to support analog input but make sure you cant walk faster diagonally than just forward or sideways
             float targetSpeed= Mathf.Min(targetDirection.magnitude, 1.0f);
             
             _characterState = CharacterState.Idle;
             
             // Pick speed modifier
             if (Input.GetKey (KeyCode.LeftShift) || Input.GetKey (KeyCode.RightShift))
             {
                 targetSpeed *= walkSpeed; 
                 _characterState = CharacterState.Walking;
                 isCrawling = true;
             }
             else if (Time.time - trotAfterSeconds > runTimeStart)
             {
                 targetSpeed *= trotSpeed;
                 _characterState = CharacterState.Trotting;
                 
             }
             else
             {
                 targetSpeed *= runSpeed;
                 _characterState = CharacterState.Running;
                 isCrawling = false;
             }
             
             moveSpeed = Mathf.Lerp(moveSpeed, targetSpeed, curSmooth);
             
             // Reset run time start when we slow down
             if (moveSpeed < runSpeed * 1.0f)
             {
                 runTimeStart = Time.time;
             }
         }
         // In air controls
         else
         {
             if (isMoving)
             {
                 inAirVelocity += targetDirection.normalized * Time.deltaTime * inAirControlAcceleration;
             }
         }
     }
     
     void  ApplyJumping ()
     {
         // Prevent jumping too fast after each other
         if (lastJumpTime + jumpRepeatTime > Time.time)
             return;
         
         if (IsGrounded()) {
             // Jump
             // - Only when pressing the button down
             // - With a timeout so you can press the button slightly before landing    
             if (canJump & Time.time < lastJumpButtonTime + jumpTimeout)
             {
                 verticalSpeed = CalculateJumpVerticalSpeed (jumpHeight);
                 SendMessage("DidJump", SendMessageOptions.DontRequireReceiver);
             }
         }
     }
     
     void  ApplyGravity ()
     {
         if (isControllable) // don't move player at all if not controllable.
         {
             // Apply gravity
             //bool jumpButton= Input.GetButton("Jump");
             // When we reach the apex of the jump we send out a message
             if (jumping & !jumpingReachedApex & verticalSpeed <= 0.0f)
             {
                 jumpingReachedApex = true;
                 SendMessage("DidJumpReachApex", SendMessageOptions.DontRequireReceiver);
             }
             
             if (IsGrounded ())
                 verticalSpeed = 0.0f;
             else
                 verticalSpeed -= gravity * Time.deltaTime;
         }
     }
     
     float  CalculateJumpVerticalSpeed ( float targetJumpHeight  )
     {
         // From the jump height and gravity we deduce the upwards speed
         // for the character to reach at the apex.
         return Mathf.Sqrt(2 * targetJumpHeight * gravity);
     }  
     void  DidJump ()
     {
         jumping = true;
         jumpingReachedApex = false;
         lastJumpTime = Time.time;
         //lastJumpStartHeight = transform.position.y;
         lastJumpButtonTime = -10;
         
         _characterState = CharacterState.Jumping;
     }
     void Update ()
     {        
         if (!isControllable)
         {
             // kill all inputs if not controllable.
             Input.ResetInputAxes();
         }
         
         if (Input.GetButtonDown ("Jump"))
         {
             StartCoroutine(WaitForHalfSecondBeforeJumping());
             lastJumpButtonTime = Time.time;
         }
         
         UpdateSmoothedMovementDirection();
         
         // Apply gravity
         // - extra power jump modifies gravity
         // - controlledDescent mode modifies gravity
         ApplyGravity ();
         
         // Apply jumping logic
         ApplyJumping ();
         
         
         // Calculate actual motion
         Vector3 movement= moveDirection * moveSpeed + new Vector3 (0, verticalSpeed, 0) + inAirVelocity;
         movement *= Time.deltaTime;
         
         // Move the controller
         CharacterController controller = GetComponent<CharacterController>();
         collisionFlags = controller.Move (movement);
         
         
         
         
         // ANIMATION sector
         if(_animation) 
         {
             if(_characterState == CharacterState.Jumping)
             {
                 if(!jumpingReachedApex) 
                 {
                     _animation[jumpPoseAnimation.name].speed = jumpAnimationSpeed;
                     _animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
                     _animation.CrossFade(jumpPoseAnimation.name);
                 } 
                 else 
                 {
                     _animation[jumpPoseAnimation.name].speed = -landAnimationSpeed;
                     _animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
                     _animation.CrossFade(jumpPoseAnimation.name);              
                 }
             }
             else
             {
                 if(controller.velocity.sqrMagnitude < 0.1f) {
                     _animation.CrossFade(idleAnimation.name);
                 }
                 else
                 {
                     if(_characterState == CharacterState.Running) 
                     {
                         _animation[runAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0f, runMaxAnimationSpeed);
                         _animation.CrossFade(runAnimation.name);   
                     }
                     else if(_characterState == CharacterState.Trotting) 
                     {
                         _animation[walkAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0f, trotMaxAnimationSpeed);
                         _animation.CrossFade(walkAnimation.name);  
                     }
                     else if(_characterState == CharacterState.Walking) 
                     {
                         _animation[walkAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0f, walkMaxAnimationSpeed);
                         _animation.CrossFade(walkAnimation.name);  
                     }
                     
                 }
             }
         }
         // ANIMATION sector
         
         // Set rotation to the move direction
         if (IsGrounded() && !isCrawling) 
         {        
             transform.rotation = Quaternion.LookRotation(moveDirection);
         }  
         else if(!isCrawling)
         {
             Vector3 xzMove = movement;
             xzMove.y = 0;
             if (xzMove.sqrMagnitude > 0.001f)
             {
                 transform.rotation = Quaternion.LookRotation(xzMove);
             }
         }  
         
         // We are in jump mode but just became grounded
         if (IsGrounded())
         {
             lastGroundedTime = Time.time;
             inAirVelocity = Vector3.zero;
             if (jumping)
             {
                 jumping = false;
                 SendMessage("DidLand", SendMessageOptions.DontRequireReceiver);
             }
         }
     }
     void  OnControllerColliderHit ( ControllerColliderHit hit)
     {
         
         if (hit.moveDirection.y > 0.01f) 
         {
             return;
         }
     }  
     float  GetSpeed ()
     {
         return moveSpeed;
     }
     
     bool  IsJumping ()
     {
         return jumping;
     }
     
     bool  IsGrounded ()
     {
         return (collisionFlags & CollisionFlags.CollidedBelow) != 0;
     }
     
     Vector3  GetDirection ()
     {
         return moveDirection;
     }
     
     bool  IsMovingBackwards ()
     {
         return movingBack;
     }
     
     float  GetLockCameraTimer ()
     {
         return lockCameraTimer;
     }
     
     bool IsMoving ()
     {
         return Mathf.Abs(Input.GetAxisRaw("Vertical")) + Mathf.Abs(Input.GetAxisRaw("Horizontal")) > 0.5f;
     }
     bool  HasJumpReachedApex (){
         return jumpingReachedApex;
     }
     
     bool  IsGroundedWithTimeout (){
         return lastGroundedTime + groundedTimeout > Time.time;
     }
     
     void  Reset ()
     {
         gameObject.tag = "Player";
     }
     IEnumerator WaitForHalfSecondBeforeJumping(){
         canJump = false;
         yield return new WaitForSeconds (.5f);
         canJump = true;
     }
 }

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
â–¼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Addyarb · Nov 22, 2014 at 03:47 AM 0
Share

IEnumerators are basically just regular functions just like void Start.. However in these functions you can call yields. Yield is just a word meaning we want to wait before something happens. Here's how you write your IEnumerator function.. Doesn't matter where you put it.

 IEnumerator TheIEnumeratorName(){
         boolIWantToWaitBeforeTriggering = false;
         yield return new WaitForSeconds (5);
         boolIWantToWaitBeforeTriggering = true;
     }

Then, you simply call the IEnumerator to wait for you whenever you want it! It's not hard at all. Want the IEnumerator to start delaying your bool as soon as the game starts? Put your "StartCoroutine" in the Start() function. Want it to happen right after you click? Just put it in your Input.Get$$anonymous$$ouseButtonDown(0) block.

Here's the way you format calling it:

StartCoroutine(TheNameOfTheIEnumerator());

notice the unusual ()); at the end. Be sure to make it look just like that. Takes some getting used to.

Let me know if you have questions!

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

5 People are following this question.

avatar image avatar image avatar image avatar image avatar image

Related Questions

How to make threshold between prefabs? 0 Answers

how to call script of other scene to current. 1 Answer

Use smartphone as joystick on the Web Player 0 Answers

Script / Debug.log question 1 Answer

How do I right this Java Script code in C# 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges