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

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using UnityEngine;
namespace OnlyScove.Scripts
{
public class PlayerIdleState : PlayerBaseState
{
public PlayerIdleState(PlayerStateMachine stateMachine) : base(stateMachine) {}
public override void Enter()
{
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stateMachine.AnimationHandler.SafeResetTrigger("Jump");
stateMachine.AnimationHandler.SafeResetTrigger("Fall");
stateMachine.AnimationHandler.ForceLocomotion();
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stateMachine.Input.OnDodgeEvent += OnDodge;
stateMachine.Input.OnCrouchEvent += OnCrouch;
stateMachine.Input.OnInteractEvent += OnInteract;
}
public override void Tick(float deltaTime)
{
if (stateMachine.IsGrounded && stateMachine.VelocityY < 0)
{
stateMachine.VelocityY = -2f;
}
else
{
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stateMachine.VelocityY += stateMachine.Gravity * deltaTime;
}
stateMachine.Move(new Vector3(0, stateMachine.VelocityY, 0), 0f, deltaTime);
if (stateMachine.MoveInput != Vector2.zero)
{
stateMachine.SwitchState(new PlayerMoveState(stateMachine));
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}
}
public override void PhysicsTick(float fixedDeltaTime) {}
public override void Exit()
{
stateMachine.Input.OnDodgeEvent -= OnDodge;
stateMachine.Input.OnCrouchEvent -= OnCrouch;
stateMachine.Input.OnInteractEvent -= OnInteract;
}
private void OnDodge() => stateMachine.SwitchState(new PlayerDodgeState(stateMachine));
private void OnCrouch() => stateMachine.SwitchState(new PlayerCrouchState(stateMachine));
private void OnInteract() => stateMachine.SwitchState(new PlayerInteractState(stateMachine));
}
}