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

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2026-03-26 20:27:19 +07:00
using UnityEngine;
namespace OnlyScove.Scripts
{
public class PlayerDashState : PlayerBaseState
{
private readonly int dashHash = Animator.StringToHash("Dash"); // Trigger parameter
private float dashDuration = 0.25f; // How long the burst lasts (tweak as needed)
private float dashTimer;
private Vector3 dashDirection;
public PlayerDashState(PlayerStateMachine stateMachine) : base(stateMachine) {}
public override void Enter()
{
dashTimer = dashDuration;
// Fire the Dash animation trigger
stateMachine.Anim.SetTrigger(dashHash);
stateMachine.Input.OnJumpEvent += OnJump;
// Determine dash direction based on input, or default to forward if no input
Vector2 input = stateMachine.Input.MoveInput;
if (input != Vector2.zero)
{
dashDirection = new Vector3(input.x, 0f, input.y).normalized;
if (stateMachine.Cam != null)
{
dashDirection = stateMachine.Cam.PlanarRotation * dashDirection;
}
// Instantly snap rotation to face the dash direction
stateMachine.transform.rotation = Quaternion.LookRotation(dashDirection);
}
else
{
dashDirection = stateMachine.transform.forward;
}
}
public override void Tick(float deltaTime)
{
dashTimer -= deltaTime;
// Apply high speed for the dash (Burst speed)
stateMachine.Controller.Move(dashDirection * stateMachine.SprintSpeed * deltaTime);
// When the dash finishes, decide the next state
if (dashTimer <= 0f)
{
if (stateMachine.Input.IsSprintHeld && stateMachine.Input.MoveInput != Vector2.zero)
{
// Kept holding Shift -> Go to Sprint
stateMachine.SwitchState(new PlayerRunState(stateMachine));
}
else if (stateMachine.Input.MoveInput != Vector2.zero)
{
// Released Shift but still moving -> Go to Walk
stateMachine.SwitchState(new PlayerMoveState(stateMachine));
}
else
{
// Stopped moving -> Go to Idle
stateMachine.SwitchState(new PlayerIdleState(stateMachine));
}
}
}
public override void PhysicsTick(float fixedDeltaTime) {}
public override void Exit()
{
stateMachine.Input.OnJumpEvent -= OnJump;
}
private void OnJump()
{
if (stateMachine.IsGrounded)
{
stateMachine.SwitchState(new PlayerJumpState(stateMachine, stateMachine.SprintSpeed));
}
}
}
}