Made player jumping more responsive
- Changed the input check in the jump function from a GetKeyDown() / GetKeyUp() to a GetKey() / !GetKey() - This makes jumping a lot more responsive - This also means holding the jump button causes the raccoon to "bunny hop" until jump button is released
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@ -285,7 +285,7 @@ public class PlayerController : Script
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{
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if (currentState == RaccoonStates.WALKING || currentState == RaccoonStates.RUNNING || currentState == RaccoonStates.IDLE)
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{
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if (Input.GetKeyDown(Input.KeyCode.Space) && isGrounded && rb != null)
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if (Input.GetKey(Input.KeyCode.Space) && isGrounded && rb != null)
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{
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currentState = RaccoonStates.JUMP;
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Vector3 v = rb.LinearVelocity;
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@ -304,7 +304,7 @@ public class PlayerController : Script
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}
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}
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if(!isGrounded && rb != null && (rb.LinearVelocity.y < 0.0f || Input.GetKeyUp(Input.KeyCode.Space)))
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if(!isGrounded && rb != null && (rb.LinearVelocity.y < 0.0f || !Input.GetKey(Input.KeyCode.Space)))
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currentState = RaccoonStates.FALLING;
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}
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