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@jquave
Created August 25, 2014 04:05
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void Update() {
Vector2 newVel = new Vector3(walkSpeed * input.horizontal, rigidbody2D.velocity.y);
rigidbody2D.velocity = newVel;
/* Use jumpPressed to start a jump so they have to press it *while* being canJump is true */
if(input.jumpPressed && canJump) {
rigidbody2D.velocity = new Vector2(0,jumpForce);
if(jumpClips!=null & jumpClips.Length>0) {
AudioClip jumpClip = jumpClips[ Mathf.FloorToInt( Random.Range(0,jumpClips.Length-1) ) ];
audio.PlayOneShot(jumpClip);
}
canJump = false;
timeJumped = Time.time;
}
else {
// We may be mid-jump here, which means we want to keep moving the player up while they hold the jump button, on a curve that falls off
if(!input.jumpDown && rigidbody2D.velocity.y>0) {
// We're moving upward and the player let go of the button, slow their jump
rigidbody2D.velocity = new Vector3(rigidbody2D.velocity.x, rigidbody2D.velocity.y - Time.deltaTime*30, 0);
}
}
UpdateAnims();
}
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