Reputation: 47
I'm learning Unity, and I'm doing a character move, but the animation of the jump has a delay for the character to literally jump, a 0.30s until it picks up, how do I add this delay in the code?
Like, I thought of doing somehow that when you hit "Space" release the animation, count 0.20s and make the jump. it's viable? How can I do this?
In short, the character jumps before the animation.
Animation Video: https://i.sstatic.net/u7yLF.jpg
public class PlayerController : MonoBehaviour {
public float moveSpeed;
public float jumpForce;
public CharacterController controller;
private Vector3 moveDirection;
public float gravityScale;
public Animator animator;
void Start() {
controller = GetComponent<CharacterController>();
}
void Update() {
float yStore = moveDirection.y;
moveDirection = (transform.forward * Input.GetAxis("Vertical")) + (transform.right * Input.GetAxis("Horizontal"));
moveDirection = moveDirection.normalized * moveSpeed;
moveDirection.y = yStore;
jump();
controller.Move(moveDirection * Time.deltaTime);
animator.SetFloat("Speed", (Mathf.Abs(Input.GetAxis("Vertical"))));
}
void jump() {
if (controller.isGrounded) {
moveDirection.y = 0f;
if (Input.GetButtonDown("Jump")) {
moveDirection.y = jumpForce;
Debug.Log("jump");
}
}
moveDirection.y = moveDirection.y + (Physics.gravity.y * gravityScale * Time.deltaTime);
animator.SetBool("isGrounded", controller.isGrounded);
}
}
Upvotes: 0
Views: 829
Reputation: 1073
To what One Man Mokey Squad suggest I think you should also consider to get a new jump animation or trim the current animation. I think it's not a great idea to create a custom code for that broken jump animation because you will not be able to reuse your script.
Upvotes: 0
Reputation: 403
In your jump() function don't apply the jump force. Instead, set the next time the character is supposed to jump.
float nextJumpTime;
bool todoJump;
void jump() {
if (!todoJump && Input.GetButtonDown("Jump")) {
// Remember we have to jump and when
nextJumpTime = Time.time + 0.2f;
todoJump = true;
}
// Execute the jump
if (todoJump && Time.time >= nextJumpTime) {
todoJump = false;
moveDirection.y = jumpForce;
}
}
Either that or read on coroutines. Start a coroutine on input, yield return new WaitForSecond(0.2f); in the coroutine and then execute the jump.
Upvotes: 2