I'm trying to implement character jump in C# But I want him to jump to different height, depends on how log you hold a Jump button.
For example if you hit space instantaneously - you'll jump not so hight On the opposite - the character is going to jump higher, but at limited high.
Here is my code :
private Rigidbody2D rb;
private Transform lowerPoint;
private new SpriteRenderer renderer;
private Animator anim;
private Transform spawPosition;
[SerializeField]
float speed = 3f;
[SerializeField]
float jumpForce = 3f;
[SerializeField]
Image backgroundImage;
[SerializeField]
LayeredSpikes script;
float secondJumpForce;
[SerializeField]
float additionalVelocity;
const float ADDITION_VELOCITY_LIMIT = 0.9f;
bool isGrounded;
bool isAlive;
bool hasSecondJump;
void Awake()
{
rb = GetComponent<Rigidbody2D> ();
renderer = GetComponent<SpriteRenderer> ();
lowerPoint = GetComponentInChildren<Transform> ();
anim = GetComponent<Animator> ();
spawPosition = GameObject.FindGameObjectsWithTag ("Respawn")[0].GetComponent<Transform> ();
}
void Start()
{
ResetVelocity ();
isGrounded = false;
isAlive = true;
hasSecondJump = true;
Spawn ();
secondJumpForce = jumpForce * 0.75f;
}
void Update()
{
if (isAlive)
{
if (isGrounded)
{
AnimState = AnimationState.Idle;
hasSecondJump = true;
additionalVelocity = 0f;
}
if (Input.GetButtonDown ("Jump"))
{
Jump ();
}
if (Input.GetButton ("Jump")
&& additionalVelocity <= ADDITION_VELOCITY_LIMIT)
{
additionalVelocity += ADDITION_VELOCITY_LIMIT / 3;
rb.AddForce( Vector2.up * additionalVelocity );
}
if (Input.GetButton ("Horizontal"))
{
Run ();
}
}
}
private void Jump()
{
AnimState = AnimationState.Jump;
float force;
if (isGrounded)
{
force = jumpForce;
}
else
{
if (hasSecondJump)
{
ResetVelocity ();
force = secondJumpForce;
hasSecondJump = false;
}
else
{
force = 0f;
}
}
rb.AddForce (Vector2.up * force, ForceMode2D.Impulse);
if (force != 0f)
{
//script.Trigger ();
}
}
void ResetVelocity()
{
rb.velocity = Vector2.zero;
additionalVelocity = 0f;
}
I'm trying to add force right in the middle of jump, but no result.
At a first glance, I can observe your bool variable isGrounded is always false . This problem was tricky, because it's your second jump that actually works, but not your first jump, that's why you were having trouble to detect it!
Set your variable isGrounded = true as a default on Start(), and then when you make your first jump, set isGrounded = false .
You can then use Colliders to detect when your character is back on ground, and if so, you will need to make your isGrounded variable public isGrounded .
Hope I was able to help!
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