public int jumpForce;
public int jumptimes = 2;
private int jumpCount;

    public void JumpMax()
{
    if (ani.GetBool("Heart")) return;
    
    if (Physics2D.OverlapCircle(foot.position, 0.2f, ground))
    {
        jumpCount = jumptimes ;
        ani.SetBool("Jumping", false);
    }
    if (Input.GetButtonDown("Jump") && Physics2D.OverlapCircle(foot.position, 0.2f, ground))
    {
        au.PlayOneShot(jump, 1f);
        playerR.velocity = new Vector2(playerR.velocity.x, jumpForce );
        ani.SetBool("Jumping", true);
        ani.SetBool("Idle", false);
        ani.SetBool("Down", false);
        jumpCount--;
    }else if(Input.GetButtonDown("Jump")&& jumpCount > 0&& !Physics2D.OverlapCircle(foot.position, 0.2f, ground))
    {
        au.PlayOneShot(jump, 1f);
        playerR.velocity = new Vector2(playerR.velocity.x, jumpForce );
        ani.SetBool("Jumping", true);
        ani.SetBool("Idle", false);
        ani.SetBool("Down", false);
        jumpCount--;
    }
}    public void JumpMax()
{
    if (ani.GetBool("Heart")) return;
    
    if (Physics2D.OverlapCircle(foot.position, 0.2f, ground))
    {
        jumpCount = jumptimes ;
        ani.SetBool("Jumping", false);
    }
    if (Input.GetButtonDown("Jump") && Physics2D.OverlapCircle(foot.position, 0.2f, ground))
    {
        au.PlayOneShot(jump, 1f);
        playerR.velocity = new Vector2(playerR.velocity.x, jumpForce );
        ani.SetBool("Jumping", true);
        ani.SetBool("Idle", false);
        ani.SetBool("Down", false);
        jumpCount--;
    }else if(Input.GetButtonDown("Jump")&& jumpCount > 0&& !Physics2D.OverlapCircle(foot.position, 0.2f, ground))
    {
        au.PlayOneShot(jump, 1f);
        playerR.velocity = new Vector2(playerR.velocity.x, jumpForce );
        ani.SetBool("Jumping", true);
        ani.SetBool("Idle", false);
        ani.SetBool("Down", false);
        jumpCount--;
    }
}