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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyJump : Physicsobject
{
public float jumpTakeOffSpeed = 7;
private Animator animator;
void Awake()
{
animator = GetComponent<Animator>();
}
protected override void ComputeVelocity() //the whole line of code is suppose to make it so when the player jumps, the mech follows it as to make it harder to dodge the mech's shots
{
if (Input.GetKeyDown("w") && grounded)
{
velocity.y = jumpTakeOffSpeed;
}
else if (Input.GetKeyUp("w"))
{
if (velocity.y > 0)
{
velocity.y = velocity.y * 0.5f;
}
}
animator.SetBool("grounded", grounded);
}
}