moved trumpet jump to new player controller

this should work, though i'm still not 100% sure how the new jump works
This commit is contained in:
slevy14 2023-04-27 19:47:39 -07:00
parent 01ebd18f5b
commit 716036bc1f

View File

@ -101,7 +101,7 @@ public class PlayerMovement : MonoBehaviour
if (!IsJumping) if (!IsJumping)
{ {
//Ground Check //Ground Check
if (Physics2D.OverlapBox(this.transform.position, _groundCheckSize, 0, _groundLayer) && !IsJumping) //checks if set box overlaps with ground if (IsGrounded()) //checks if set box overlaps with ground
{ {
LastOnGroundTime = Data.coyoteTime; //if so sets the lastGrounded to coyoteTime LastOnGroundTime = Data.coyoteTime; //if so sets the lastGrounded to coyoteTime
trumpet = true; trumpet = true;
@ -151,6 +151,13 @@ public class PlayerMovement : MonoBehaviour
_isJumpCut = false; _isJumpCut = false;
_isJumpFalling = false; _isJumpFalling = false;
Jump(); Jump();
if (!IsGrounded() && in_range && trumpet) {
Destroy(enemy.gameObject);
enemy = null;
in_range = false;
} else if (!IsGrounded() && !in_range && trumpet) {
trumpet = false;
}
} }
//WALL JUMP //WALL JUMP
// else if (CanWallJump() && LastPressedJumpTime > 0) // else if (CanWallJump() && LastPressedJumpTime > 0)
@ -210,6 +217,7 @@ public class PlayerMovement : MonoBehaviour
} }
#endregion #endregion
} }
}
private void FixedUpdate() private void FixedUpdate()
{ {
@ -380,6 +388,9 @@ public class PlayerMovement : MonoBehaviour
private bool CanJump() private bool CanJump()
{ {
if (!IsGrounded() && trumpet) {
return true;
}
return LastOnGroundTime > 0 && !IsJumping; return LastOnGroundTime > 0 && !IsJumping;
} }
@ -406,6 +417,10 @@ public class PlayerMovement : MonoBehaviour
else else
return false; return false;
} }
public bool IsGrounded() {
return (Physics2D.OverlapBox(this.transform.position, _groundCheckSize, 0, _groundLayer) && !IsJumping);
}
#endregion #endregion