I did a platformer game and i using the character and cript from Unity 2D Platformer game but i couldn’t double jump function. I tried adding but it was not. Can you help me for this fucntion i will give the script.
using UnityEngine;
using System.Collections;
using TouchControlsKit;
public class PlayerControl : MonoBehaviour
{
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public bool facingRight = true; // For determining which way the player is currently facing.
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public bool jump = false; // Condition for whether the player should jump.
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public bool grounded = false; // Whether or not the player is grounded.
static bool GetButtonDown;
public float moveForce = 365f; // Amount of force added to move the player left and right.
public float maxSpeed = 5f; // The fastest the player can travel in the x axis.
public AudioClip[] jumpClips; // Array of clips for when the player jumps.
public float jumpForce = 1000f; // Amount of force added when the player jumps.
private Transform groundCheck; // A position marking where to check if the player is grounded.
private Animator anim; // Reference to the player's animator component.
bool doubleJump = false;
void Awake()
{
// Setting up references.
groundCheck = transform.Find("groundCheck");
anim = GetComponent<Animator>();
}
void Update()
{
// The player is grounded if a linecast to the groundcheck position hits anything on the ground layer.
grounded = Physics2D.Linecast(transform.position, groundCheck.position, 1 << LayerMask.NameToLayer("Ground"));
// If the jump button is pressed and the player is grounded then the player should jump.
if(InputManager.GetButtonDown("Button0") && grounded || !doubleJump)
jump = true;
}
void FixedUpdate ()
{
// Cache the horizontal input.
float h = InputManager.GetAxis("DPad0", "Horizontal");
h = Mathf.Clamp( h, -1f, 1f );
// The Speed animator parameter is set to the absolute value of the horizontal input.
anim.SetFloat("Speed", Mathf.Abs(h));
// If the player is changing direction (h has a different sign to velocity.x) or hasn't reached maxSpeed yet...
if(h * GetComponent<Rigidbody2D>().velocity.x < maxSpeed)
// ... add a force to the player.
GetComponent<Rigidbody2D>().AddForce(Vector2.right * h * moveForce);
// If the player's horizontal velocity is greater than the maxSpeed...
if(Mathf.Abs(GetComponent<Rigidbody2D>().velocity.x) > maxSpeed)
// ... set the player's velocity to the maxSpeed in the x axis.
GetComponent<Rigidbody2D>().velocity = new Vector2(Mathf.Sign(GetComponent<Rigidbody2D>().velocity.x) * maxSpeed, GetComponent<Rigidbody2D>().velocity.y);
// If the input is moving the player right and the player is facing left...
if(h > 0 && !facingRight)
// ... flip the player.
Flip();
// Otherwise if the input is moving the player left and the player is facing right...
else if(h < 0 && facingRight)
// ... flip the player.
Flip();
// If the player should jump...
if(jump)
{
// Set the Jump animator trigger parameter.
anim.SetTrigger("Jump");
// Play a random jump audio clip.
int i = Random.Range(0, jumpClips.Length);
AudioSource.PlayClipAtPoint(jumpClips*, transform.position);*
-
// Add a vertical force to the player.*
_ GetComponent().AddForce(new Vector2(0f, jumpForce * 1.5f));_
-
// Make sure the player can't jump again until the jump conditions from Update are satisfied.*
-
jump = false;*
-
}*
-
}*
-
public void Flip ()*
-
{*
-
// Switch the way the player is labelled as facing.*
-
facingRight = !facingRight;*
-
// Multiply the player's x local scale by -1.*
-
Vector3 theScale = transform.localScale;*
_ theScale.x *= -1;_
-
transform.localScale = theScale;*
- }*
}