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NOTE: This script is no longer necessary in AC v1.74.0 or later.

This script allows you to jump when the Player character has a Character Controller.

To use it, create a new C# script named CCJump, paste in the code below, and attach to the Player.

To animate the character while jumping, optionally define a new Trigger parameter in the Animator, and enter its name into the Inspector's "Jump Trigger" field.

CCJump.cs:

using UnityEngine;
using AC;

public class CCJump : MonoBehaviour
{

	[SerializeField] private float midAirTurnSpeed = 10f;
	[SerializeField] private string jumpTrigger;

	private Vector3 movingDirection = Vector3.zero;
	private CharacterController controller;
	private const float gravity = 10.0f;
	private Char acCharacter;


	private void Start ()
	{
		acCharacter = GetComponent <Char>();
		controller = GetComponent <CharacterController>();
	}


	private void Update ()
	{
		if (controller.isGrounded && Input.GetButtonDown ("Jump") && KickStarter.stateHandler.IsInGameplay ())
		{
			acCharacter.motionControl = MotionControl.Manual;
			movingDirection.y = KickStarter.settingsManager.jumpSpeed;
			if (!string.IsNullOrEmpty (jumpTrigger))
			{
				acCharacter.GetAnimator ().SetTrigger (jumpTrigger);
			}
		}

		if (acCharacter.motionControl == MotionControl.Manual)
		{
			Vector2 moveKeys = KickStarter.playerInput.GetMoveKeys ();
			Vector3 moveDirectionInput = (moveKeys.y * MainCamera.ForwardVector ()) + (moveKeys.x * MainCamera.RightVector ());

			if (moveDirectionInput.sqrMagnitude > 0f)
			{
				Quaternion lookRotation = Quaternion.LookRotation (moveDirectionInput, Vector3.up);
				acCharacter.TransformRotation = Quaternion.Slerp (acCharacter.TransformRotation, lookRotation, Time.deltaTime * midAirTurnSpeed);
			}

			float flatSpeedMultiplier = KickStarter.playerInput.IsPlayerControlledRunning () ? (acCharacter.runSpeedScale / acCharacter.walkSpeedScale) : 1f;
			flatSpeedMultiplier *= acCharacter.walkSpeedScale;

			movingDirection = new Vector3 (moveDirectionInput.x * flatSpeedMultiplier, movingDirection.y, moveDirectionInput.z * flatSpeedMultiplier);
			movingDirection.y -= gravity * Time.deltaTime;
			controller.Move (movingDirection * Time.deltaTime);
		}
	}


	private void LateUpdate ()
	{
		if (controller.isGrounded && !Input.GetButtonDown ("Jump"))
		{
			acCharacter.motionControl = MotionControl.Automatic;
		}
	}

}
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