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Question by Spidey_155 · Jan 09, 2020 at 12:57 PM · c#3ddouble jump

Double jump code

Hello, i'm doing a 3D Unity project in school. At one point we had to script in double jumping. The instructions aren't clear. So, I did it on my own. The text doesn't appear and neither can I double jump. I have another script (collectible) if needed. Any help is appreciated! Here is the code:

using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using UnityEngine.SceneManagement;

public class Joueur : MonoBehaviour { public int PowerUpSaut = 2; public int ScoreMin = 5;

 private int _score = 0;
 //private bool _surLeSol = true; // Variable obsolète
 private GameObject _Powerup;
 private bool _PowerupActive = false;
 private int _sautCompteur = 0;
 void Start()
 {
      _Powerup = GameObject.Find("PowerUp"); // On recherche l'objet PowerUp
     _Powerup.SetActive(false); // On masque par défaut le PowerUp 
 }
 
 // Update is called once per frame
 void Update()
 {
     if(Input.GetKey(KeyCode.D))
         GetComponent<Rigidbody>().AddForce(new Vector3(20, 0, 0));
 
     if(Input.GetKey(KeyCode.A))
         GetComponent<Rigidbody>().AddForce(new Vector3(-20, 0, 0));
 
     if(Input.GetKey(KeyCode.W))
         GetComponent<Rigidbody>().AddForce(new Vector3(0, 0, 20));
 
     if (Input.GetKey(KeyCode.S))
         GetComponent<Rigidbody>().AddForce(new Vector3(0, 0, -20));
 int MaxSaut;
     if(_PowerupActive) // Si le power-up est activé ou non
 {
     MaxSaut = PowerUpSaut; // On autorise un nombre de sauts maximum (2 car nous mettons en place un double saut)
 }
 else
 {
     MaxSaut = 1; // On met MaxSaut à 1 car le joueur doit pouvoir sauter une fois sans power-up
 }
 
 
     if (Input.GetKeyDown(KeyCode.Space) && _sautCompteur < MaxSaut)
     {
     GetComponent<Rigidbody>().velocity = GetComponent<Rigidbody>().velocity + new Vector3(0, 4, 0);
     _sautCompteur = _sautCompteur + 1;
     }
      
     // Si la position de la sphère est inférieure à -10 (en y)
     if(transform.position.y < -10)
     {
     // On redémarre la scène
     SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
     }

} void OnCollisionStay(Collision collision) { if(collision.contacts[0].normal.y > 0.8) //_surLeSol = true; // Variable obsolète _sautCompteur = 0; // Si on touche un sol presque horizontal, on remet le compteur de sauts à 0, pour pouvoir sauter à nouveau }

 void OnCollisionExit(Collision collision)
 {
 //_surLeSol = false; // Variable obsolète
 _sautCompteur = 1; // On s'assure que lorsque l'on quitte le sol, le compteur de sauts est à 1
 }
 
 void OnTriggerEnter(Collider other)
 {
     Collectible collectible = other.GetComponent<Collectible>(); // On récupère le Collectible
     if (collectible != null) // On vérifie si on a bien touché un collectible (Si non, le collectible sera null)
     {
     if(collectible.name == "PowerUp") // On vérifie si le collectible est notre objet PowerUp
     
          {
         _PowerupActive = true; // On sauvegarde l'information que le power-up est maintenant activé
         Debug.Log("Power-up activé !"); // On ajoute une ligne dans la console de Unity
         }
         else // Sinon, c'est un collectible "classique", on modifie donc toujours le score du joueur
         _score = _score + collectible.Points;
         GameObject.Find("Score").GetComponent<Text>().text = "Score : " + _score;           
         Destroy(other.gameObject); // On détruit le collectible
         if(_score >= ScoreMin) // Si le score est maintenant plus grand ou égal au score requis pour faire apparaitre le power-up        {
         if (_Powerup != null) // Si l'objet power-up existe bien
         {
             _Powerup.SetActive(true); // On fait apparaitre le power-up
         }
     }
 }

}`

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