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Question by CodeEmperor · Nov 14, 2016 at 10:05 PM · scripting problemswimming

Double Jump Help

Hello Unity Community,

I Am A Sort - Of Newb At Unity, And I Need Scripting Help. I Need That When The Y Position Of My Camera Is Less Than The Position Of An Induvidual Waterplane, My Character Can "Swim", By Infinite Jumping, But When The Camera Is At Or Above The Waterplane's Y, I Can Only Do One Jump. Here Is My Script:

using System; using UnityEngine; using UnityStandardAssets.CrossPlatformInput; using UnityStandardAssets.Utility; using Random = UnityEngine.Random;

namespace UnityStandardAssets.Characters.FirstPerson { [RequireComponent(typeof (CharacterController))] [RequireComponent(typeof (AudioSource))] public class FirstPersonController : MonoBehaviour { [SerializeField] private bool m_IsWalking; [SerializeField] private float m_WalkSpeed; [SerializeField] private float m_RunSpeed; [SerializeField] [Range(0f, 1f)] private float m_RunstepLenghten; [SerializeField] private float m_JumpSpeed; [SerializeField] private float m_StickToGroundForce; [SerializeField] private float m_GravityMultiplier; [SerializeField] private MouseLook m_MouseLook; [SerializeField] private bool m_UseFovKick; [SerializeField] private FOVKick m_FovKick = new FOVKick(); [SerializeField] private bool m_UseHeadBob; [SerializeField] private CurveControlledBob m_HeadBob = new CurveControlledBob(); [SerializeField] private LerpControlledBob m_JumpBob = new LerpControlledBob(); [SerializeField] private float m_StepInterval; [SerializeField] private AudioClip[] m_FootstepSounds; // an array of footstep sounds that will be randomly selected from. [SerializeField] private AudioClip m_JumpSound; // the sound played when character leaves the ground. [SerializeField] private AudioClip m_LandSound; // the sound played when character touches back on ground.

     private Camera m_Camera;
     private bool m_Jump;
     private float m_YRotation;
     private Vector2 m_Input;
     private Vector3 m_MoveDir = Vector3.zero;
     private CharacterController m_CharacterController;
     private CollisionFlags m_CollisionFlags;
     private bool m_PreviouslyGrounded;
     private Vector3 m_OriginalCameraPosition;
     private float m_StepCycle;
     private float m_NextStep;
     private bool m_Jumping;
     private AudioSource m_AudioSource;

     public int[] WaterPlanes;

     // Use this for initialization
     private void Start()
     {
         m_CharacterController = GetComponent<CharacterController>();
         m_Camera = Camera.main;
         m_OriginalCameraPosition = m_Camera.transform.localPosition;
         m_FovKick.Setup(m_Camera);
         m_HeadBob.Setup(m_Camera, m_StepInterval);
         m_StepCycle = 0f;
         m_NextStep = m_StepCycle/2f;
         m_Jumping = false;
         m_AudioSource = GetComponent<AudioSource>();
         m_MouseLook.Init(transform , m_Camera.transform);
     }


     // Update is called once per frame
     private void Update()
     {
         RotateView();
         // the jump state needs to read here to make sure it is not missed
         if (!m_Jump)
         {
             m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
         }

         if (!m_PreviouslyGrounded && m_CharacterController.isGrounded)
         {
             StartCoroutine(m_JumpBob.DoBobCycle());
             PlayLandingSound();
             m_MoveDir.y = 0f;
             m_Jumping = false;
         }
         if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded)
         {
             m_MoveDir.y = 0f;
         }

         m_PreviouslyGrounded = m_CharacterController.isGrounded;
     }


     private void PlayLandingSound()
     {
         m_AudioSource.clip = m_LandSound;
         m_AudioSource.Play();
         m_NextStep = m_StepCycle + .5f;
     }


     private void FixedUpdate()
     {
         float speed;
         GetInput(out speed);
         // always move along the camera forward as it is the direction that it being aimed at
         Vector3 desiredMove = transform.forward*m_Input.y + transform.right*m_Input.x;

         // get a normal for the surface that is being touched to move along it
         RaycastHit hitInfo;
         Physics.SphereCast(transform.position, m_CharacterController.radius, Vector3.down, out hitInfo,
                            m_CharacterController.height/2f, ~0, QueryTriggerInteraction.Ignore);
         desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized;

         m_MoveDir.x = desiredMove.x*speed;
         m_MoveDir.z = desiredMove.z*speed;


         if (m_CharacterController.isGrounded)
         {
             m_MoveDir.y = -m_StickToGroundForce;

             if (m_Jump)
             {
                 m_MoveDir.y = m_JumpSpeed;
                 PlayJumpSound();
                 m_Jump = false;
                 m_Jumping = true;
             }
         }
         else
         {
             m_MoveDir += Physics.gravity*m_GravityMultiplier*Time.fixedDeltaTime;
         }
         m_CollisionFlags = m_CharacterController.Move(m_MoveDir*Time.fixedDeltaTime);

         ProgressStepCycle(speed);
         UpdateCameraPosition(speed);

         m_MouseLook.UpdateCursorLock();
     }


     private void PlayJumpSound()
     {
         m_AudioSource.clip = m_JumpSound;
         m_AudioSource.Play();
     }


     private void ProgressStepCycle(float speed)
     {
         if (m_CharacterController.velocity.sqrMagnitude > 0 && (m_Input.x != 0 || m_Input.y != 0))
         {
             m_StepCycle += (m_CharacterController.velocity.magnitude + (speed*(m_IsWalking ? 1f : m_RunstepLenghten)))*
                          Time.fixedDeltaTime;
         }

         if (!(m_StepCycle > m_NextStep))
         {
             return;
         }

         m_NextStep = m_StepCycle + m_StepInterval;

         PlayFootStepAudio();
     }


     private void PlayFootStepAudio()
     {
         if (!m_CharacterController.isGrounded)
         {
             return;
         }
         // pick & play a random footstep sound from the array,
         // excluding sound at index 0
         int n = Random.Range(1, m_FootstepSounds.Length);
         m_AudioSource.clip = m_FootstepSounds[n];
         m_AudioSource.PlayOneShot(m_AudioSource.clip);
         // move picked sound to index 0 so it's not picked next time
         m_FootstepSounds[n] = m_FootstepSounds[0];
         m_FootstepSounds[0] = m_AudioSource.clip;
     }


     private void UpdateCameraPosition(float speed)
     {
         Vector3 newCameraPosition;
         if (!m_UseHeadBob)
         {
             return;
         }
         if (m_CharacterController.velocity.magnitude > 0 && m_CharacterController.isGrounded)
         {
             m_Camera.transform.localPosition =
                 m_HeadBob.DoHeadBob(m_CharacterController.velocity.magnitude +
                                   (speed*(m_IsWalking ? 1f : m_RunstepLenghten)));
             newCameraPosition = m_Camera.transform.localPosition;
             newCameraPosition.y = m_Camera.transform.localPosition.y - m_JumpBob.Offset();
         }
         else
         {
             newCameraPosition = m_Camera.transform.localPosition;
             newCameraPosition.y = m_OriginalCameraPosition.y - m_JumpBob.Offset();
         }
         m_Camera.transform.localPosition = newCameraPosition;
     }


     private void GetInput(out float speed)
     {
         // Read input
         float horizontal = CrossPlatformInputManager.GetAxis("Horizontal");
         float vertical = CrossPlatformInputManager.GetAxis("Vertical");

         bool waswalking = m_IsWalking;

if !MOBILE_INPUT

        // On standalone builds, walk/run speed is modified by a key press.
         // keep track of whether or not the character is walking or running
         m_IsWalking = !Input.GetKey(KeyCode.LeftShift);

endif

        // set the desired speed to be walking or running
         speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed;
         m_Input = new Vector2(horizontal, vertical);

         // normalize input if it exceeds 1 in combined length:
         if (m_Input.sqrMagnitude > 1)
         {
             m_Input.Normalize();
         }

         // handle speed change to give an fov kick
         // only if the player is going to a run, is running and the fovkick is to be used
         if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)
         {
             StopAllCoroutines();
             StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
         }
     }


     private void RotateView()
     {
         m_MouseLook.LookRotation (transform, m_Camera.transform);
     }


     private void OnControllerColliderHit(ControllerColliderHit hit)
     {
         Rigidbody body = hit.collider.attachedRigidbody;
         //dont move the rigidbody if the character is on top of it
         if (m_CollisionFlags == CollisionFlags.Below)
         {
             return;
         }

         if (body == null || body.isKinematic)
         {
             return;
         }
         body.AddForceAtPosition(m_CharacterController.velocity*0.1f, hit.point, ForceMode.Impulse);
     }
 }

}

P.S. This Is'nt My Own Script

Thanks,

-TCE

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Answer by JScotty · Nov 15, 2016 at 08:24 AM

Hi TCE,

You can try to detect how often you jumped in your:

 if (m_Jump)
  {
       m_MoveDir.y = m_JumpSpeed;
       PlayJumpSound();
       m_Jump = false;
       m_Jumping = true;
 }

method. Just add these variables on top:

 [SerializeField] private int m_MaxJumpCount = 2; // in case you want an tripple jump
 private int m_JumpCount = 0;

edit your if(m_Jump) to:

  if (m_Jump)
   {
        m_JumpCount++; // add one to jump count
        m_MoveDir.y = m_JumpSpeed;
        PlayJumpSound();
        m_Jump = false;
        m_Jumping = true;
  }

than just add this after your if(m_jump) method:

  if (m_Jumping)
     {
          if(m_JumpCount < m_MaxJumpCount)  // stop double jumping if max reached
              {
                if (m_Jump)
                   {
                       m_JumpCount++; // add one to jumping
                       m_Jump = false;
                    }
             m_MoveDir.y += m_JumpSpeed;
             PlayJumpSound();
             m_Jump = false;
             m_Jumping = true;
         }
    }
  else // if not jumping reset jump count
    {
         m_JumpCount = 0;
    }

Hope this will work for you.

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Answer by CodeEmperor · Nov 15, 2016 at 10:06 PM

@JScotty Thanks A Lot, But Lets Say I Want The Mex Jumps Variable To Be Infinite, But Only If The Camera Is Under The Y Level Of A Waterplane, Or Else The Max Jumps Variable Is Equal To One. Will It Work Like This?

public class ExampleThing : MonoBehavior {

public int maxjumps = 1; public GameObject[] water;

void Start(){

water = GameObject.FindGameObjectsWithTag("Water");

}

if(this.transform.position.y < water.transform.position.y){

maxjumps = infinity;

}

if(this.transform.position.y >= water.transform.position.y){

maxjumps = 1;

}

}

thanks,

-TCE

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avatar image JScotty · Nov 16, 2016 at 07:50 AM 0
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Yes you can use checking if whater is above you, or you create an collider under water and use OnTriggerEnter/OnTriggerStay to check if you are under water, and use OnTriggerExit when you leaving water.

For this you can indeed use a boolean m_IsInWater = true and then edit your if(m_Jump) to:

  if (m_Jump)
    {
         if(m_IsInWater) // jump infinity
           { 
              m_$$anonymous$$oveDir.y = m_JumpSpeed;
              PlayJumpSound();
              m_Jump = false;
           }
         else
           {
              m_JumpCount++; // add one to jump count
              m_$$anonymous$$oveDir.y = m_JumpSpeed;
              m_Jump = false;
              m_Jumping = true;
              PlayJumpSound();
            }
   }

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