jump script
animation controller script
Code:
using UnityEngine;
using System.Collections;
public class Bounce : MonoBehaviour {
float atbTime;
float currentatbTime;
float perc = 1;
Vector3 startPos;
Vector3 endPos;
bool firstInput;
public bool justJump;
// Update is called once per frame
void Update () {
if (Input.GetButtonDown ("up") || Input.GetButtonDown ("down") || Input.GetButtonDown ("left") || Input.GetButtonDown ("right") || Input.GetButtonDown ("space")) {
if(perc == 1)
{
atbTime = 1;
currentatbTime = 0;
firstInput = true;
justJump = true;
}
}
startPos = gameObject.transform.position;
if(Input.GetButtonDown ("right") && gameObject.transform.position == endPos) {
endPos = new Vector3(transform.position.x + 1, transform.position.y, transform.position.z);
}
if(Input.GetButtonDown ("left") && gameObject.transform.position == endPos) {
endPos = new Vector3(transform.position.x - 1, transform.position.y, transform.position.z);
}
if(Input.GetButtonDown ("up") || Input.GetButtonDown ("space") && gameObject.transform.position == endPos) {
endPos = new Vector3(transform.position.x, transform.position.y, transform.position.z + 1);
}
if(Input.GetButtonDown ("down") && gameObject.transform.position == endPos) {
endPos = new Vector3(transform.position.x, transform.position.y, transform.position.z - 1);
}
if (firstInput == true) {
currentatbTime += Time.deltaTime * 5;
perc = currentatbTime / atbTime;
gameObject.transform.position = Vector3.Lerp (startPos, endPos, perc);
if(perc > 0.8) {
perc = 1;
}
if(Mathf.Round(perc) == 1) {
justJump = false;
}
}
}
}
animation controller script
Code:
using UnityEngine;
using System.Collections;
public class animController : MonoBehaviour {
Animator anim;
public GameObject thePlayer;
// Use this for initialization
void Start () {
anim = gameObject.GetComponent<Animator> ();
}
// Update is called once per frame
void Update () {
Bounce bounceScript = thePlayer.GetComponent<Bounce> ();
if (bounceScript.justJump == true) {
anim.SetBool ("Jump", true);
}
else {
anim.SetBool ("Jump", false);
}
}
}