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BABA_YAGA/Assets/Scripts/Player Controller/PlayerStateMachine.cs

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using System.Collections.Generic;
using UnityEngine;
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using Fusion;
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namespace OnlyScove.Scripts
{
[RequireComponent(typeof(CharacterController), typeof(InputReader), typeof(Animator))]
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public class PlayerStateMachine : NetworkBehaviour
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{
[field: Header("References")]
[field: SerializeField] public CharacterController Controller { get; private set; }
[field: SerializeField] public virtual InputReader Input { get; private set; }
[field: SerializeField] public Animator Anim { get; private set; }
[field: SerializeField] public EnvironmentScanner Scanner { get; private set; }
public CameraController Cam { get; private set; }
[field: Header("Movement Settings")]
[field: SerializeField] public float WalkSpeed { get; private set; } = 3f;
[field: SerializeField] public float RunSpeed { get; private set; } = 6f;
[field: SerializeField] public float SprintSpeed { get; private set; } = 9f; // 150% of RunSpeed
[field: SerializeField] public float SneakSpeed { get; private set; } = 1.5f;
[field: SerializeField] public float DashForce { get; private set; } = 10f;
[field: SerializeField] public float RotationSpeed { get; private set; } = 500f;
[field: SerializeField] public float AnimationDamping { get; private set; } = 0.2f;
[field: Header("Airborne Settings")]
[field: SerializeField] public float JumpHeight { get; private set; } = 2f;
[field: SerializeField] public float Gravity { get; private set; } = -9.81f;
[field: SerializeField] public float ThrustDownwardForce { get; private set; } = -20f;
[field: Header("Ground Check")]
[field: SerializeField] public float GroundCheckRadius { get; private set; } = 0.2f;
[field: SerializeField] public Vector3 GroundCheckOffset { get; private set; }
[field: SerializeField] public LayerMask GroundMask { get; private set; }
[field: Header("Interaction")]
[field: SerializeField] public float InteractionRange { get; private set; } = 2f;
[field: SerializeField] public LayerMask InteractionMask { get; private set; }
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[Networked] public Quaternion NetworkedCameraRotation { get; set; }
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public float VelocityY { get; set; }
public bool IsGrounded { get; private set; }
public bool WasGrounded { get; private set; }
private List<IInteractable> interactablesNearby = new List<IInteractable>();
private int currentInteractableIndex = 0;
public string CurrentStateName => currentState != null ? currentState.GetType().Name : "None";
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public static PlayerStateMachine Local { get; private set; } // THÊM DÒNG NÀY
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private PlayerBaseState currentState;
private bool hasControl = true;
protected virtual void Awake()
{
Controller = GetComponent<CharacterController>();
Input = GetComponent<InputReader>();
Anim = GetComponentInChildren<Animator>();
Scanner = GetComponent<EnvironmentScanner>();
}
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public override void Spawned()
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{
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// BẮT BUỘC: Mọi máy (Server và Client) đều phải khởi tạo trạng thái ban đầu
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SwitchState(new PlayerIdleState(this));
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if (Object.HasInputAuthority)
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{
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Local = this;
CameraController cameraController = GameObject.FindAnyObjectByType<CameraController>();
if (cameraController != null)
{
Cam = cameraController;
Cam.followTarget = this.transform;
Cam.inputReader = this.Input;
}
Input.OnNextInteractEvent += OnNextInteract;
Input.OnPreviousInteractEvent += OnPreviousInteract;
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}
}
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public override void FixedUpdateNetwork()
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{
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if (Object == null) return;
// 1. NHẬN DỮ LIỆU TỪ MẠNG
if (GetInput(out NetworkInputData data))
{
// Gán phím bấm vào InputReader để các State (Move, Jump...) sử dụng
Input.ApplyNetworkInput(data.move, data.sprint);
// CẬP NHẬT HƯỚNG CAMERA (Cho cả Server và Client)
// Đây là mấu chốt để Server tính toán hướng chạy đúng
NetworkedCameraRotation = data.rot;
}
// 2. CHẶN MÁY KHÁCH KHÁC, NHƯNG CHO PHÉP SERVER VÀ LOCAL PLAYER CHẠY LOGIC
if (!Object.HasInputAuthority && !Runner.IsServer) return;
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if (!hasControl) return;
WasGrounded = IsGrounded;
CheckGround();
UpdateInteractablesList();
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currentState?.Tick(Runner.DeltaTime);
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}
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protected virtual void Update() { }
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private void CheckGround()
{
IsGrounded = Physics.CheckSphere(transform.TransformPoint(GroundCheckOffset), GroundCheckRadius, GroundMask);
}
private void UpdateInteractablesList()
{
interactablesNearby.Clear();
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IInteractable target = Scanner.ScanForInteractable(InteractionRange, InteractionMask);
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if (target != null) interactablesNearby.Add(target);
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currentInteractableIndex = 0;
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}
private void OnNextInteract()
{
if (interactablesNearby.Count <= 1) return;
currentInteractableIndex = (currentInteractableIndex + 1) % interactablesNearby.Count;
}
private void OnPreviousInteract()
{
if (interactablesNearby.Count <= 1) return;
currentInteractableIndex--;
if (currentInteractableIndex < 0) currentInteractableIndex = interactablesNearby.Count - 1;
}
public IInteractable GetInteractable()
{
if (interactablesNearby.Count == 0) return null;
return interactablesNearby[currentInteractableIndex];
}
public void SetGroundCheck(float radius, Vector3 offset)
{
GroundCheckRadius = radius;
GroundCheckOffset = offset;
}
public void SwitchState(PlayerBaseState newState)
{
currentState?.Exit();
currentState = newState;
currentState?.Enter();
}
public void SetControl(bool control)
{
hasControl = control;
Controller.enabled = control;
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if (!control) Anim.SetFloat("Speed", 0f);
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}
private void OnDrawGizmosSelected()
{
Gizmos.color = new Color(0, 1, 0, 0.5f);
Gizmos.DrawSphere(transform.TransformPoint(GroundCheckOffset), GroundCheckRadius);
}
}
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}