454 lines
18 KiB
C#
454 lines
18 KiB
C#
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using UnityEngine;
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using System.Collections;
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namespace RootMotion.Demos {
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/// <summary>
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/// Third person character controller. This class is based on the ThirdPersonCharacter.cs of the Unity Exmaple Assets.
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/// </summary>
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public class CharacterThirdPerson : CharacterBase {
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// Is the character always rotating to face the move direction or is he strafing?
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[System.Serializable]
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public enum MoveMode {
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Directional,
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Strafe
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}
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// Animation state
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public struct AnimState {
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public Vector3 moveDirection; // the forward speed
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public bool jump; // should the character be jumping?
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public bool crouch; // should the character be crouching?
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public bool onGround; // is the character grounded
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public bool isStrafing; // should the character always rotate to face the move direction or strafe?
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public float yVelocity; // y velocity of the character
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public bool doubleJump;
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}
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[Header("References")]
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public CharacterAnimationBase characterAnimation; // the animation controller
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public UserControlThirdPerson userControl; // user input
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public CameraController cam; // Camera controller (optional). If assigned will update the camera in LateUpdate only if character moves
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[Header("Movement")]
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public MoveMode moveMode; // Is the character always rotating to face the move direction or is he strafing?
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public bool smoothPhysics = true; // If true, will use interpolation to smooth out the fixed time step.
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public float smoothAccelerationTime = 0.2f; // The smooth acceleration of the speed of the character (using Vector3.SmoothDamp)
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public float linearAccelerationSpeed = 3f; // The linear acceleration of the speed of the character (using Vector3.MoveTowards)
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public float platformFriction = 7f; // the acceleration of adapting the velocities of moving platforms
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public float groundStickyEffect = 4f; // power of 'stick to ground' effect - prevents bumping down slopes.
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public float maxVerticalVelocityOnGround = 3f; // the maximum y velocity while the character is grounded
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public float velocityToGroundTangentWeight = 0f; // the weight of rotating character velocity vector to the ground tangent
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[Header("Rotation")]
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public bool lookInCameraDirection; // should the character be looking in the same direction that the camera is facing
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public float turnSpeed = 5f; // additional turn speed added when the player is moving (added to animation root rotation)
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public float stationaryTurnSpeedMlp = 1f; // additional turn speed added when the player is stationary (added to animation root rotation)
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[Header("Jumping and Falling")]
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public bool smoothJump = true; // If true, adds jump force over a few fixed time steps, not in a single step
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public float airSpeed = 6f; // determines the max speed of the character while airborne
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public float airControl = 2f; // determines the response speed of controlling the character while airborne
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public float jumpPower = 12f; // determines the jump force applied when jumping (and therefore the jump height)
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public float jumpRepeatDelayTime = 0f; // amount of time that must elapse between landing and being able to jump again
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public bool doubleJumpEnabled;
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public float doubleJumpPowerMlp = 1f;
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[Header("Wall Running")]
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public LayerMask wallRunLayers; // walkable vertical surfaces
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public float wallRunMaxLength = 1f; // max duration of a wallrun
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public float wallRunMinMoveMag = 0.6f; // the minumum magnitude of the user control input move vector
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public float wallRunMinVelocityY = -1f; // the minimum vertical velocity of doing a wall run
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public float wallRunRotationSpeed = 1.5f; // the speed of rotating the character to the wall normal
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public float wallRunMaxRotationAngle = 70f; // max angle of character rotation
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public float wallRunWeightSpeed = 5f; // the speed of blending in/out the wall running effect
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[Header("Crouching")]
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public float crouchCapsuleScaleMlp = 0.6f; // the capsule collider scale multiplier while crouching
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public bool onGround { get; private set; }
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public AnimState animState = new AnimState();
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protected Vector3 moveDirection; // The current move direction of the character in Strafe move mode
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private Animator animator;
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private Vector3 normal, platformVelocity, platformAngularVelocity;
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private RaycastHit hit;
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private float jumpLeg, jumpEndTime, forwardMlp, groundDistance, lastAirTime, stickyForce;
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private Vector3 wallNormal = Vector3.up;
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private Vector3 moveDirectionVelocity;
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private float wallRunWeight;
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private float lastWallRunWeight;
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private Vector3 fixedDeltaPosition;
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private Quaternion fixedDeltaRotation = Quaternion.identity;
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private bool fixedFrame;
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private float wallRunEndTime;
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private Vector3 gravity;
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private Vector3 verticalVelocity;
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private float velocityY;
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private bool doubleJumped;
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private bool jumpReleased;
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// Use this for initialization
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protected override void Start () {
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base.Start();
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animator = GetComponent<Animator>();
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if (animator == null) animator = characterAnimation.GetComponent<Animator>();
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wallNormal = -gravity.normalized;
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onGround = true;
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animState.onGround = true;
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if (cam != null) cam.enabled = false;
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}
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void OnAnimatorMove() {
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Move (animator.deltaPosition, animator.deltaRotation);
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}
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// When the Animator moves
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public override void Move(Vector3 deltaPosition, Quaternion deltaRotation) {
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// Accumulate delta position, update in FixedUpdate to maintain consitency
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fixedDeltaPosition += deltaPosition;
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fixedDeltaRotation *= deltaRotation;
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}
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void FixedUpdate() {
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gravity = GetGravity();
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verticalVelocity = V3Tools.ExtractVertical(r.velocity, gravity, 1f);
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velocityY = verticalVelocity.magnitude;
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if (Vector3.Dot(verticalVelocity, gravity) > 0f) velocityY = -velocityY;
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/*
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if (animator != null && animator.updateMode == AnimatorUpdateMode.AnimatePhysics) {
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smoothPhysics = false;
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characterAnimation.smoothFollow = false;
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}
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*/
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// Smoothing out the fixed time step
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r.interpolation = smoothPhysics? RigidbodyInterpolation.Interpolate: RigidbodyInterpolation.None;
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characterAnimation.smoothFollow = smoothPhysics;
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// Move
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MoveFixed(fixedDeltaPosition);
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fixedDeltaPosition = Vector3.zero;
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r.MoveRotation(transform.rotation * fixedDeltaRotation);
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fixedDeltaRotation = Quaternion.identity;
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Rotate();
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GroundCheck (); // detect and stick to ground
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// Friction
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if (userControl.state.move == Vector3.zero && groundDistance < airborneThreshold * 0.5f) HighFriction();
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else ZeroFriction();
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bool stopSlide = onGround && userControl.state.move == Vector3.zero && r.velocity.magnitude < 0.5f && groundDistance < airborneThreshold * 0.5f;
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// Individual gravity
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if (gravityTarget != null) {
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r.useGravity = false;
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if (!stopSlide) r.AddForce(gravity);
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}
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if (stopSlide) {
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r.useGravity = false;
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r.velocity = Vector3.zero;
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} else if (gravityTarget == null) r.useGravity = true;
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if (onGround) {
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// Jumping
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animState.jump = Jump();
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jumpReleased = false;
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doubleJumped = false;
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} else {
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if (!userControl.state.jump) jumpReleased = true;
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//r.AddForce(gravity * gravityMultiplier);
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if (jumpReleased && userControl.state.jump && !doubleJumped && doubleJumpEnabled) {
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jumpEndTime = Time.time + 0.1f;
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animState.doubleJump = true;
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Vector3 jumpVelocity = userControl.state.move * airSpeed;
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r.velocity = jumpVelocity;
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r.velocity += transform.up * jumpPower * doubleJumpPowerMlp;
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doubleJumped = true;
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}
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}
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// Scale the capsule colllider while crouching
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ScaleCapsule(userControl.state.crouch? crouchCapsuleScaleMlp: 1f);
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fixedFrame = true;
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}
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protected virtual void Update() {
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// Fill in animState
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animState.onGround = onGround;
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animState.moveDirection = GetMoveDirection();
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animState.yVelocity = Mathf.Lerp(animState.yVelocity, velocityY, Time.deltaTime * 10f);
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animState.crouch = userControl.state.crouch;
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animState.isStrafing = moveMode == MoveMode.Strafe;
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}
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protected virtual void LateUpdate() {
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if (cam == null) return;
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cam.UpdateInput();
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if (!fixedFrame && r.interpolation == RigidbodyInterpolation.None) return;
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// Update camera only if character moves
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cam.UpdateTransform(r.interpolation == RigidbodyInterpolation.None? Time.fixedDeltaTime: Time.deltaTime);
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fixedFrame = false;
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}
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private void MoveFixed(Vector3 deltaPosition) {
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// Process horizontal wall-running
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WallRun();
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Vector3 velocity = deltaPosition / Time.deltaTime;
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// Add velocity of the rigidbody the character is standing on
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velocity += V3Tools.ExtractHorizontal(platformVelocity, gravity, 1f);
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if (onGround) {
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// Rotate velocity to ground tangent
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if (velocityToGroundTangentWeight > 0f) {
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Quaternion rotation = Quaternion.FromToRotation(transform.up, normal);
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velocity = Quaternion.Lerp(Quaternion.identity, rotation, velocityToGroundTangentWeight) * velocity;
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}
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} else {
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// Air move
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//Vector3 airMove = new Vector3 (userControl.state.move.x * airSpeed, 0f, userControl.state.move.z * airSpeed);
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Vector3 airMove = V3Tools.ExtractHorizontal(userControl.state.move * airSpeed, gravity, 1f);
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velocity = Vector3.Lerp(r.velocity, airMove, Time.deltaTime * airControl);
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}
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if (onGround && Time.time > jumpEndTime) {
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r.velocity = r.velocity - transform.up * stickyForce * Time.deltaTime;
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}
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// Vertical velocity
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Vector3 verticalVelocity = V3Tools.ExtractVertical(r.velocity, gravity, 1f);
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Vector3 horizontalVelocity = V3Tools.ExtractHorizontal(velocity, gravity, 1f);
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if (onGround) {
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if (Vector3.Dot(verticalVelocity, gravity) < 0f) {
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verticalVelocity = Vector3.ClampMagnitude(verticalVelocity, maxVerticalVelocityOnGround);
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}
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}
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r.velocity = horizontalVelocity + verticalVelocity;
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// Dampering forward speed on the slopes (Not working since Unity 2017.2)
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//float slopeDamper = !onGround? 1f: GetSlopeDamper(-deltaPosition / Time.deltaTime, normal);
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//forwardMlp = Mathf.Lerp(forwardMlp, slopeDamper, Time.deltaTime * 5f);
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forwardMlp = 1f;
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}
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// Processing horizontal wall running
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private void WallRun() {
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bool canWallRun = CanWallRun();
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// Remove flickering in and out of wall-running
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if (wallRunWeight > 0f && !canWallRun) wallRunEndTime = Time.time;
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if (Time.time < wallRunEndTime + 0.5f) canWallRun = false;
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wallRunWeight = Mathf.MoveTowards(wallRunWeight, (canWallRun? 1f: 0f), Time.deltaTime * wallRunWeightSpeed);
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if (wallRunWeight <= 0f) {
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// Reset
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if (lastWallRunWeight > 0f) {
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Vector3 frw = V3Tools.ExtractHorizontal(transform.forward, gravity, 1f);
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transform.rotation = Quaternion.LookRotation(frw, -gravity);
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wallNormal = -gravity.normalized;
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}
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}
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lastWallRunWeight = wallRunWeight;
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if (wallRunWeight <= 0f) return;
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// Make sure the character won't fall down
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if (onGround && velocityY < 0f) r.velocity = V3Tools.ExtractHorizontal(r.velocity, gravity, 1f);
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// transform.forward flattened
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Vector3 f = V3Tools.ExtractHorizontal(transform.forward, gravity, 1f);
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// Raycasting to find a walkable wall
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RaycastHit velocityHit = new RaycastHit();
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velocityHit.normal = -gravity.normalized;
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Physics.Raycast(onGround? transform.position: capsule.bounds.center, f, out velocityHit, 3f, wallRunLayers);
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// Finding the normal to rotate to
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wallNormal = Vector3.Lerp(wallNormal, velocityHit.normal, Time.deltaTime * wallRunRotationSpeed);
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// Clamping wall normal to max rotation angle
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wallNormal = Vector3.RotateTowards(-gravity.normalized, wallNormal, wallRunMaxRotationAngle * Mathf.Deg2Rad, 0f);
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// Get transform.forward ortho-normalized to the wall normal
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Vector3 fW = transform.forward;
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Vector3 nW = wallNormal;
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Vector3.OrthoNormalize(ref nW, ref fW);
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// Rotate from upright to wall normal
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transform.rotation = Quaternion.Slerp(Quaternion.LookRotation(f, -gravity), Quaternion.LookRotation(fW, wallNormal), wallRunWeight);
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}
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// Should the character be enabled to do a wall run?
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private bool CanWallRun() {
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if (Time.time < jumpEndTime - 0.1f) return false;
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if (Time.time > jumpEndTime - 0.1f + wallRunMaxLength) return false;
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if (velocityY < wallRunMinVelocityY) return false;
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if (userControl.state.move.magnitude < wallRunMinMoveMag) return false;
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return true;
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}
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// Get the move direction of the character relative to the character rotation
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private Vector3 GetMoveDirection() {
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switch(moveMode) {
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case MoveMode.Directional:
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moveDirection = Vector3.SmoothDamp(moveDirection, new Vector3(0f, 0f, userControl.state.move.magnitude), ref moveDirectionVelocity, smoothAccelerationTime);
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moveDirection = Vector3.MoveTowards(moveDirection, new Vector3(0f, 0f, userControl.state.move.magnitude), Time.deltaTime * linearAccelerationSpeed);
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return moveDirection * forwardMlp;
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case MoveMode.Strafe:
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moveDirection = Vector3.SmoothDamp(moveDirection, userControl.state.move, ref moveDirectionVelocity, smoothAccelerationTime);
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moveDirection = Vector3.MoveTowards(moveDirection, userControl.state.move, Time.deltaTime * linearAccelerationSpeed);
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return transform.InverseTransformDirection(moveDirection);
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}
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return Vector3.zero;
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}
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// Rotate the character
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protected virtual void Rotate() {
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if (gravityTarget != null) r.MoveRotation (Quaternion.FromToRotation(transform.up, transform.position - gravityTarget.position) * transform.rotation);
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if (platformAngularVelocity != Vector3.zero) r.MoveRotation (Quaternion.Euler(platformAngularVelocity) * transform.rotation);
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float angle = GetAngleFromForward(GetForwardDirection());
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if (userControl.state.move == Vector3.zero) angle *= (1.01f - (Mathf.Abs(angle) / 180f)) * stationaryTurnSpeedMlp;
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// Rotating the character
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//RigidbodyRotateAround(characterAnimation.GetPivotPoint(), transform.up, angle * Time.deltaTime * turnSpeed);
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r.MoveRotation(Quaternion.AngleAxis(angle * Time.deltaTime * turnSpeed, transform.up) * r.rotation);
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}
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// Which way to look at?
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private Vector3 GetForwardDirection() {
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bool isMoving = userControl.state.move != Vector3.zero;
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switch (moveMode) {
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case MoveMode.Directional:
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if (isMoving) return userControl.state.move;
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return lookInCameraDirection? userControl.state.lookPos - r.position: transform.forward;
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case MoveMode.Strafe:
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if (isMoving) return userControl.state.lookPos - r.position;
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return lookInCameraDirection? userControl.state.lookPos - r.position: transform.forward;
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}
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return Vector3.zero;
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}
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protected virtual bool Jump() {
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// check whether conditions are right to allow a jump:
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if (!userControl.state.jump) return false;
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if (userControl.state.crouch) return false;
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if (!characterAnimation.animationGrounded) return false;
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if (Time.time < lastAirTime + jumpRepeatDelayTime) return false;
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// Jump
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onGround = false;
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jumpEndTime = Time.time + 0.1f;
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Vector3 jumpVelocity = userControl.state.move * airSpeed;
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jumpVelocity += transform.up * jumpPower;
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if (smoothJump)
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{
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StopAllCoroutines();
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StartCoroutine(JumpSmooth(jumpVelocity - r.velocity));
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} else
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{
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r.velocity = jumpVelocity;
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}
|
|||
|
|
|||
|
return true;
|
|||
|
}
|
|||
|
|
|||
|
// Add jump velocity smoothly to avoid puppets launching to space when unpinned during jump acceleration
|
|||
|
private IEnumerator JumpSmooth(Vector3 jumpVelocity)
|
|||
|
{
|
|||
|
int steps = 0;
|
|||
|
int stepsToTake = 3;
|
|||
|
while (steps < stepsToTake)
|
|||
|
{
|
|||
|
r.AddForce((jumpVelocity) / stepsToTake, ForceMode.VelocityChange);
|
|||
|
steps++;
|
|||
|
yield return new WaitForFixedUpdate();
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
// Is the character grounded?
|
|||
|
private void GroundCheck () {
|
|||
|
Vector3 platformVelocityTarget = Vector3.zero;
|
|||
|
platformAngularVelocity = Vector3.zero;
|
|||
|
float stickyForceTarget = 0f;
|
|||
|
|
|||
|
// Spherecasting
|
|||
|
hit = GetSpherecastHit();
|
|||
|
|
|||
|
//normal = hit.normal;
|
|||
|
normal = transform.up;
|
|||
|
//groundDistance = r.position.y - hit.point.y;
|
|||
|
groundDistance = Vector3.Project(r.position - hit.point, transform.up).magnitude;
|
|||
|
|
|||
|
// if not jumping...
|
|||
|
bool findGround = Time.time > jumpEndTime && velocityY < jumpPower * 0.5f;
|
|||
|
|
|||
|
if (findGround) {
|
|||
|
bool g = onGround;
|
|||
|
onGround = false;
|
|||
|
|
|||
|
// The distance of considering the character grounded
|
|||
|
float groundHeight = !g? airborneThreshold * 0.5f: airborneThreshold;
|
|||
|
|
|||
|
//Vector3 horizontalVelocity = r.velocity;
|
|||
|
Vector3 horizontalVelocity = V3Tools.ExtractHorizontal(r.velocity, gravity, 1f);
|
|||
|
|
|||
|
float velocityF = horizontalVelocity.magnitude;
|
|||
|
|
|||
|
if (groundDistance < groundHeight) {
|
|||
|
// Force the character on the ground
|
|||
|
stickyForceTarget = groundStickyEffect * velocityF * groundHeight;
|
|||
|
|
|||
|
// On moving platforms
|
|||
|
if (hit.rigidbody != null) {
|
|||
|
platformVelocityTarget = hit.rigidbody.GetPointVelocity(hit.point);
|
|||
|
platformAngularVelocity = Vector3.Project(hit.rigidbody.angularVelocity, transform.up);
|
|||
|
}
|
|||
|
|
|||
|
// Flag the character grounded
|
|||
|
onGround = true;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
// Interpolate the additive velocity of the platform the character might be standing on
|
|||
|
platformVelocity = Vector3.Lerp(platformVelocity, platformVelocityTarget, Time.deltaTime * platformFriction);
|
|||
|
|
|||
|
stickyForce = stickyForceTarget;//Mathf.Lerp(stickyForce, stickyForceTarget, Time.deltaTime * 5f);
|
|||
|
|
|||
|
// remember when we were last in air, for jump delay
|
|||
|
if (!onGround) lastAirTime = Time.time;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|