• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
This post has been wikified, any user with enough reputation can edit it.
avatar image
Question by carpediem23 · Sep 08, 2012 at 03:02 AM · coroutinejumpmove

Jump problem help

i ve problem with jump - jumpaction - checkischaracteronair numerators and methods so when my player falling down the first y position diffrent with current position after falling i cant understand why i cant falling first position exapmle my _characterGround value is 10.08, after falling current position is 10.07 or 10.06 is it a bug or my wrong ??? ty for help

 using System;
 using UnityEngine;
 using System.Collections;
 using System.Collections.Generic;

 sealed class CharacterBehaviour : Character, IMove 
 {
     
     #region Player's Status
     //This enum define _player's status
     private enum Status
     {
         Move, Jump, Wait, Run, ChangePosition    
     }
     #endregion
     
     #region Player's Land Status
     //This enum define _player's status
     private enum LandStatus
     {
         OnCenter, OnRight, OnLeft, OnMove    
     }
     #endregion
     
     #region Wanted Direction
     //This enum define user's wanted direction
     private enum Directions
     {
         Left, Right    
     }
     #endregion
     
     #region Public Variables
     public int myPlayerSpeed;
     public Transform playersLeft;
     public Transform playersRight;
     public Transform playersCenter;
     public float speedFactor;
     public GameObject player;
     public float transitionDuration;
     public const string playersName = "Player";
     public static int a = 5;
     public bool canPlayerGo;
     public List<BonusInfo> bonusList; //Storage bonus infos
     public bool canJump;
     public float jumpSpeed;
     public float maxJumpMeter;
     #endregion
     
     #region Private Variables
     private bool _isMove;
     private float _gameStartedTime;
     private bool _isDamage;
     private bool _canMove;
     private float _distance;
     private float _moveSpeed;
     private Transform _targetDirectionTransform;
     private GameObject _player;
     private Transform _playersTransform;
     private Transform _endPointTransform;
     private Transform _startPointTransform;
     private int _playerStatus;
     private int _playersLand;
     private Vector3 _playersPosition;
     private bool _canChangePosition;
     private const int _nullValue = -1;
     private bool _isPressedButton;
     private bool _isHit;
     private float _startPositionValue;
     private float _playerDistance; //Player's distance
     private int _totalScore;
     private bool _onAir;
     **private float _characterGroundPosition;**
     private const float _approachDistance = 5.0f;
     private const float _changeDirectionSpeed = 2.0f;
     private const float _approachDistanceForCenter = 0.4f;
     #endregion    
     
     protected override void Awake()
     {
         base.Awake();
         //Variables Values
         bonusList = new List<BonusInfo>();
         GameManager.isGameEnded = false;
         this.gameObject.transform.name = playersName;
         GameManager.playersName = playersName;
         _isHit = false;
         _canChangePosition = false;
         _isPressedButton = false;
         _player = this.gameObject;
         _playersTransform = _player.transform;
         _playersPosition = _playersTransform.position;
         _startPointTransform = _playersTransform;
         _endPointTransform = GameObject.FindWithTag("End Point").transform;
         _canMove = false;
         _onAir = false;
         _playerStatus = (int)Status.Wait;
         Debug.Log("This is ChatacterBehaviour's Awake Method");        
     }
     
     // Use this for initialization
     void Start () 
     {
         _gameStartedTime = Time.time;
         _startPositionValue = player.transform.position.z;
         _characterGroundPosition = player.transform.localPosition.y;
         **StartCoroutine("CheckValues");**
         
         if(canPlayerGo)
         {            
             StartCoroutine("Move");
         }
         
         Debug.Log("My Player's Speed = " + myPlayerSpeed);
     }
     
     // Update is called once per frame
     void Update () 
     {
 
     }
     
     #region ChackValues
     //This numerator to do check for is user pressed any key, distance of transforms and speed calculate
     public IEnumerator CheckValues()
     {
         while (true) 
         {
             _distance = Vector3.Distance(_startPointTransform.position, _endPointTransform.position);
             //10 meter per second
             _moveSpeed = Time.deltaTime * speedFactor;
             _playersTransform = _player.transform;
             CheckIsCharacterOnAir();
             //Check Is user click to Left or Right
             CheckUpControls();
             yield return null;
         }
     }
     #endregion
     
     #region
     //This method to do check is player on air?
     **private void CheckIsCharacterOnAir()**
     {
         if(player.transform.position.y == _characterGroundPosition)
         {
             _onAir = false;
             _playerStatus = (int)Status.Move;
         }
         
         else
         {
             _onAir = true;
             _playerStatus = (int)Status.Jump;
         }
     }
     #endregion
         
     #region Chack Up Controls
     //This method to do input's action
     private void CheckUpControls()
     {
         if(_canMove)
         {
             if(Input.GetKeyDown(KeyCode.Space) && canJump)
             {
                 _canChangePosition = false;
                 StartCoroutine("Jump");
             }
             
             if (Input.GetKeyDown(KeyCode.A) && !_onAir) 
             {
                 _isPressedButton = true;
                 _canChangePosition = true;
                 _targetDirectionTransform = playersLeft;
                 _playersLand = FindPlayersLand();
                 Debug.Log("Player's position number is :" + _playersLand);
                 ChoosePosition(_playersLand, (int)Directions.Left);
                 Debug.Log("User click LEFT");
             }
             
             else if (Input.GetKeyDown(KeyCode.D) && !_onAir) 
             {
                 _isPressedButton = true;
                 _canChangePosition = true;
                 _targetDirectionTransform = playersRight;
                 _playersLand = FindPlayersLand();
                 Debug.Log("Player's position number is :" + _playersLand);
                 ChoosePosition(_playersLand, (int)Directions.Right);
                 Debug.Log("User click RIGHT");
             }
             
             _isPressedButton = false;
         }
     }
     #endregion
     
     #region Choose Position
     //This method to do Where player is
     private void ChoosePosition(int paramPositionInfo, int paramWantedDirection)
     {        
         if(_canChangePosition)
         {
             Debug.Log("PosNumber : " + paramPositionInfo);
 
             if(paramPositionInfo == (int)LandStatus.OnCenter)
             {        
                 StartCoroutine(TakeMe(paramWantedDirection, paramPositionInfo));
             }
             
             else if(paramPositionInfo == (int)LandStatus.OnLeft && paramWantedDirection != (int)Directions.Left)
             {
                 StartCoroutine(TakeMe(paramWantedDirection, paramPositionInfo));
             }            
             
             else if(paramPositionInfo == (int)LandStatus.OnRight && paramWantedDirection != (int)Directions.Right)
             {
                 StartCoroutine(TakeMe(paramWantedDirection, paramPositionInfo));
             }
             
             else
                 _canChangePosition = false;
         }
     }
     #endregion
     
     #region Jump
     //This numerator to do jump player
     **IEnumerator Jump()**
     {
         if(!_onAir)
         {
             yield return StartCoroutine("JumpAction");
         }        
         yield return null;
     }
     #endregion
 
     #region JumpAction
     //This numerator to do finish jump action
     **IEnumerator JumpAction()**
     {
         Debug.Log(_characterGroundPosition);
         Debug.Log("Player is jumping");
         float _tempUpdatedTime;
         
         while(player.transform.position.y <= maxJumpMeter)
         {            
             _tempUpdatedTime = Time.deltaTime * (Time.timeScale / transitionDuration);
             player.transform.position += Vector3.up * _tempUpdatedTime * 50f;
             yield return null;
         }
     
         StartCoroutine("FallPlayer");
 
         yield return null;    
     }
     #endregion    
     
     #region FallPlayer
     //This numerator to do fall player
     **IEnumerator FallPlayer()**
     {
         Debug.Log("Fall player");
         float _tempUpdatedTime;
         
         while(player.transform.position.y >= _characterGroundPosition)
         {
             _tempUpdatedTime = Time.deltaTime * (Time.timeScale / transitionDuration);
             player.transform.position += Vector3.down * _tempUpdatedTime * 52f;
             yield return null;
         }        
         Debug.Log(player.transform.position.y);
         yield return null;
     }
     #endregion
     
     #region TakeMe
     //This numerator to do changing plyer's direction
     public IEnumerator TakeMe(int paramDirection, int paramPositionInfo)
     {        
         if(true)
         {
             Debug.Log("Take me : " + paramDirection + " " + "direction");
             Transform _wantedTransform = null;
             Vector3 _tempDirection = Vector3.zero;
             
             if(paramDirection == (int)Directions.Left)
             {
                 if(paramPositionInfo == (int)LandStatus.OnCenter) {_wantedTransform = playersLeft; _tempDirection = Vector3.left;}
                 else if(paramPositionInfo == (int)LandStatus.OnRight) {_wantedTransform = playersCenter; _tempDirection = Vector3.left;}                                
             }
             
             if(paramDirection == (int)Directions.Right)
             {
                 if(paramPositionInfo == (int)LandStatus.OnCenter) {_wantedTransform = playersRight; _tempDirection = Vector3.right;}
                 else if(paramPositionInfo == (int)LandStatus.OnLeft) {_wantedTransform = playersCenter; _tempDirection = Vector3.right;}                                
             }
             
             float _tempUpdatedTime = 0.0f;
             
             if(paramPositionInfo == (int)LandStatus.OnLeft || paramPositionInfo == (int)LandStatus.OnRight)
             {
                 _playerStatus = (int)Status.ChangePosition;
                 canJump = false;
                 
                 while (Math.Abs(player.transform.localPosition.x - playersCenter.position.x) >= _approachDistanceForCenter) 
                 {
                     _canChangePosition = false;
                     _playerStatus = (int)Status.Move;
                     _tempUpdatedTime = Time.deltaTime * (Time.timeScale / transitionDuration);
                     player.transform.position +=_tempDirection * _moveSpeed * myPlayerSpeed * _changeDirectionSpeed;
                     //player.transform.position = Vector3.Lerp(player.transform.position, _wantedTransform.position, _tempUpdatedTime);                
                     //player.transform.Translate(_wantedTransform.position * _tempUpdatedTime);
                     yield return null;
                 }
                 
                 canJump = true;
                 _playerStatus = (int)Status.Move;
             }
             
             else
             {
                 _playerStatus = (int)Status.ChangePosition;
                 canJump = false;
                 
                 while (Math.Abs(player.transform.localPosition.x - _wantedTransform.position.x) >= _approachDistance) 
                 {
                     _canChangePosition = false;
                     _playerStatus = (int)Status.Move;
                     _tempUpdatedTime = Time.deltaTime * (Time.timeScale / transitionDuration);
                     player.transform.position +=_tempDirection * _moveSpeed * myPlayerSpeed * _changeDirectionSpeed;
                     //player.transform.position = Vector3.Lerp(player.transform.position, _wantedTransform.position, _tempUpdatedTime);                
                     //player.transform.Translate(_wantedTransform.position * _tempUpdatedTime);
                     yield return null;
                 }
                 
                 canJump = true;
                 _playerStatus = (int)Status.Move;
             }
             
             _canChangePosition = true;
         }
     }
     #endregion
     
     #region FindPlayer's Land
     //For find where the player is
     private int FindPlayersLand()
     {
         Vector3 _myPosition = player.transform.position;
         int _tempPosition = _nullValue;
         
         if(Math.Abs(player.transform.localPosition.x - playersLeft.position.x) <= _approachDistance)//myPosition == playersLeft.position)
         {
             _tempPosition = (int)LandStatus.OnLeft;
             Debug.Log("Player on the left");
         }
         
         else if(Math.Abs(player.transform.localPosition.x - playersRight.position.x) <= _approachDistance)
         {
             _tempPosition = (int)LandStatus.OnRight;
             Debug.Log("Player on the right");
         }
         
         else if(Math.Abs(player.transform.localPosition.x - playersCenter.position.x) <= _approachDistanceForCenter)
         {
             _tempPosition = (int)LandStatus.OnCenter;
             Debug.Log("Player on the center");
         }
         
         //For first time
         else if(Math.Abs(Vector3.Distance(_myPosition, playersCenter.position)) == 0.0f)
         {
             _tempPosition = (int)LandStatus.OnCenter;
             Debug.Log("Player on the center");
         }
         
         else
         {
             _tempPosition = (int)LandStatus.OnMove;
             Debug.Log("Player on the moving");
         }
         
         return _tempPosition;
     }
     #endregion
     
     #region Move IENumetator
     // This numerator to do controll other numerators about moving
     public IEnumerator Move()
     {
         Debug.Log("Inside Move Numerator");        
         yield return new WaitForSeconds(GameManager.remainingTime);
         _playerStatus = (int)Status.Move;
         _canMove = true;
         _canChangePosition = true;
         Debug.Log("Move is started");
         StartCoroutine("MoveToSingle");
         StopCoroutine("Move");
     }
     #endregion
     
     #region MoveTo
     // This numerator to do take player from start position to end position
     public IEnumerator MoveToSingle()
     {
         if(_canMove)
         {
             while (_distance > 1) 
             {
                 this.transform.position += Vector3.forward * _moveSpeed * myPlayerSpeed;            
                 _playerDistance = GetMyDistance();
                 yield return null;
             }
                         
             _canMove = false;
             GameManager.FinishToGame();
             StopAllCoroutines();
         }
     }
     #endregion
     
     #region GetMyDistance
     //This method to do check player's distance from start to end points
     private float GetMyDistance()
     {
         float _result; 
         _result = Math.Abs(player.transform.position.z - _startPositionValue);
         return _result;
     }
     #endregion
     
     #region CalculateScore 
     //This method to do calculate user score
     public void CalculateScore()
     {
         Debug.Log("Bonus List Count : " + bonusList.Count.ToString());
         
         for(int i = 0; i < bonusList.Count; i++)
         {
             Debug.Log("---------Bonus List--------");
             Debug.Log("Name: " + bonusList[i].name);
             Debug.Log("Score Value: " + bonusList[i].scoreValue);
             Debug.Log("Each: " + bonusList[i].each);
             Debug.Log("---------------------------");
         }    
     }
     #endregion
 }
 
Comment

People who like this

0 Show 0
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Update about the future of Unity Answers

Unity Answers content will be migrated to a new Community platform and we are aiming to launch a public beta later in June. Please note, we are aiming to set Unity Answers to read-only mode on the 31st of May in order to prepare for the final data migration.

For more information, please read our full announcement.

Follow this Question

Answers Answers and Comments

8 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Making a character jump with the Character Controller Component instead of Capsule Collider 0 Answers

Inconsistent jump height 1 Answer

Move camera on the z axis forward and backward with coroutine 0 Answers

Adding jump functionality to basic move script 1 Answer

Make multiple Projectiles move at the same Time... 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges