//第一次跳

void Jump()

{

//判断是否在地面,如果是在地面允许跳

if (m_isOnGround)

{

m_rigidbody.drag = 5f;

//bool类型,按space键跳跃,返回bool类型

if (m_jump)

{

//跳跃受力

m_rigidbody.drag = 0f;

m_rigidbody.velocity = new Vector3(m_rigidbody.velocity.x, 0f, m_rigidbody.velocity.z);

m_rigidbody.AddForce(new Vector3(0, moveSet.JumpForce, 0), ForceMode.Impulse);

//跳起后,跳跃状态为false

is_jump = false;

}

//重置按键

m_jump = false;

}

}


//第二次跳跃

void Jump2()

{

//如果不是在地面

if (!m_isOnGround)

{

//bool类型,按space键跳跃,返回bool类型

if (m_jump)

{

//bool类型,判断跳跃状态

if (!is_jump)

{

m_rigidbody.drag = 0f;

m_rigidbody.velocity = new Vector3(m_rigidbody.velocity.x, 0f, m_rigidbody.velocity.z);

m_rigidbody.AddForce(new Vector3(0, moveSet.JumpForce, 0), ForceMode.Impulse);

}

//跳起后,跳跃状态为false

is_jump = true;

}

//重置按键

m_jump = false;


}

}