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Unity при нажатии кнопку Jump игрок может прыгать несколько раз как сделать так что бы можно было прыгать 1 раз?

Что нужно добавить в код что бы персонаж прыгал 1 раз?
вот скрипт:
using System.Collections; 
using System.Collections.Generic; 
using UnityEngine; 

public class CharacterControl : MonoBehaviour 
{ 
public float walkingSpeed = 7.5f; 
public float runningSpeed = 11.5f; 
public float gravity = 20.0f; 
public Camera playerCamera; 
public float lookSpeed = 2.0f; 
public float lookXLimit = 45.0f; 
public float jumpHeight = 3f; 
private float normalSpeed = 7.5f; 
private float crouchSpeed = 4.0f; 

private Vector3 crouchScale = new Vector3(1, 0.5f, 1); 
private Vector3 playerScale = new Vector3(1, 1, 1); 

[HideInInspector] 
public Vector2 RunAxis; 
[HideInInspector] 
public Vector2 LookAxis; 

CharacterController characterController; 
Vector3 moveDirection = Vector3.zero ; 
float rotationX = 0; 

[HideInInspector] 
public bool canMove = true; 

[Header("ButtonAssign")] 
public GameObject jump_Button; 

private Footsteps footsteps; 
private float walk_volum_min = 0.2f; 
private float walk_volum_max = 0.6f; 
private float walk_step_distance = 0.4f; 

private void Awake() 
{ 
footsteps = GetComponentInChildren<Footsteps>(); 
} 


void Start() 
{ 
characterController = GetComponent<CharacterController>(); 
} 

void Update() 
{ 
Vector3 forward = transform.TransformDirection(Vector3.forward); 
Vector3 right = transform.TransformDirection(Vector3.right); 
bool isRunning = Input.GetKey(KeyCode.LeftShift); 
float curSpeedX = canMove ? (isRunning ? runningSpeed : walkingSpeed) * RunAxis.y : 0; 
float curSpeedY = canMove ? (isRunning ? runningSpeed : walkingSpeed) * RunAxis.x : 0; 
float movementDirectionY = moveDirection.y; 
moveDirection = (forward * curSpeedX) + (right * curSpeedY); 
moveDirection.y = movementDirectionY; 

if (!characterController.isGrounded) 
{ 
moveDirection.y -= gravity * Time.deltaTime; 
} 

characterController.Move(moveDirection * Time.deltaTime); 


if (canMove) 
{ 
rotationX += -LookAxis.y * lookSpeed; 
rotationX = Mathf.Clamp(rotationX, -lookXLimit, lookXLimit); 
playerCamera.transform.localRotation = Quaternion.Euler(rotationX, 0, 0); 
transform.rotation *= Quaternion.Euler(0, LookAxis.x * lookSpeed, 0); 
} 
} 

public void Jump() 
{ 
moveDirection.y = jumpHeight; 
} 
}
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