Skipping CheckGrounded in HandleJump

Since the CoyoteTimer() method is already using CheckGrounded() I don’t think there’s any reason to also call CheckGrounded() in HandleJump()

That (very slightly) streamlines the code:

    void CoyoteTimer()
    {
        if(CheckGrounded())
        {
            _coyoteTimer = _coyoteTime;
            _doubleJumpAvailable = true;
        }
        else
        {
            _coyoteTimer -= Time.deltaTime;
        }
    }

    void HandleJump()
    {
        if(!_frameInput.Jump) { return; }

        if(_coyoteTimer > 0)
        {
            OnJump?.Invoke();
        }
        else if(_doubleJumpAvailable)
        {
            _doubleJumpAvailable = false;
            OnJump?.Invoke();
        }
    }

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