this is the script I used for the character to move and jump etc. but I cant figure out how to double jump it is really frustrating.
using UnityEngine;
using System.Collections;
[RequireComponent(typeof(PlayerPhysics))]
public class PlayerController : MonoBehaviour {
// Player Handling
public float gravity = 20;
public float walkSpeed = 8;
public float runSpeed = 12;
public float acceleration = 30;
public float jumpHeight = 12;
private float animationSpeed;
private float currentSpeed;
private float targetSpeed;
private Vector2 amountToMove;
private PlayerPhysics playerPhysics;
private Animator animator;
void Start () {
playerPhysics = GetComponent<PlayerPhysics>();
animator = GetComponent<Animator>();
}
void Update () {
// Reset acceleration upon collision
if (playerPhysics.movementStopped) {
targetSpeed = 0;
currentSpeed = 0;
}
// If player is touching the ground
if (playerPhysics.grounded) {
amountToMove.y = 0;
// Jump
if (Input.GetButtonDown("Jump")) {
amountToMove.y = jumpHeight;
}
}
// Set animator parameters
animationSpeed = IncrementTowards(animationSpeed,Mathf.Abs(targetSpeed),acceleration);
animator.SetFloat("Speed",animationSpeed);
// Input
float speed = (Input.GetButton("Run"))?runSpeed:walkSpeed;
targetSpeed = Input.GetAxisRaw("Horizontal") * speed;
currentSpeed = IncrementTowards(currentSpeed, targetSpeed,acceleration);
// Set amount to move
amountToMove.x = currentSpeed;
amountToMove.y -= gravity * Time.deltaTime;
playerPhysics.Move(amountToMove * Time.deltaTime);
// Face Direction
float moveDir = Input.GetAxisRaw("Horizontal");
if (moveDir !=0) {
transform.eulerAngles = (moveDir>0)?Vector3.up * 180 :Vector3.zero;
}
}
// Increase n towards target by speed
private float IncrementTowards(float n, float target, float a) {
if (n == target) {
return n;
}
else {
float dir = Mathf.Sign(target - n); // must n be increased or decreased to get closer to target
n += a * Time.deltaTime * dir;
return (dir == Mathf.Sign(target-n))? n: target; // if n has now passed target then return target, otherwise return n
}
}
}