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

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using UnityEngine;
namespace OnlyScove.Scripts
{
public class PlayerMoveState : PlayerBaseState
{
private readonly int speedHash = Animator.StringToHash("Speed");
public PlayerMoveState(PlayerStateMachine stateMachine) : base(stateMachine) {}
public override void Enter()
{
stateMachine.Input.OnJumpEvent += OnJump;
stateMachine.Input.OnDodgeEvent += OnDodge;
stateMachine.Input.OnCrouchEvent += OnCrouch;
stateMachine.Input.OnInteractEvent += OnInteract;
}
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private readonly int speedXHash = Animator.StringToHash("Velocity X");
private readonly int speedZHash = Animator.StringToHash("Velocity Z");
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public override void Tick(float deltaTime)
{
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// QUAN TRỌNG: Đọc trực tiếp từ stateMachine (Dữ liệu đã đồng bộ mạng)
Vector2 input = stateMachine.MoveInput;
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float moveAmount = Mathf.Clamp01(Mathf.Abs(input.x) + Mathf.Abs(input.y));
if (moveAmount <= 0.01f)
{
stateMachine.SwitchState(new PlayerIdleState(stateMachine));
return;
}
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if (stateMachine.IsSprintHeld)
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{
stateMachine.SwitchState(new PlayerDashState(stateMachine));
return;
}
Vector3 inputDir = new Vector3(input.x, 0, input.y).normalized;
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Vector3 moveDirection = stateMachine.NetworkedCameraRotation * inputDir;
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moveDirection.y = 0;
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moveDirection.Normalize();
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Vector3 velocity = moveDirection * stateMachine.WalkSpeed;
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if (stateMachine.IsGrounded && stateMachine.VelocityY < 0)
{
stateMachine.VelocityY = -2f;
}
else
{
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stateMachine.VelocityY += stateMachine.Gravity * deltaTime;
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}
velocity.y = stateMachine.VelocityY;
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// DÙNG HÀM MOVE TẬP TRUNG ĐỂ ĐỒNG BỘ TỐC ĐỘ VỚI MẠNG
stateMachine.Move(velocity, 0.7f, deltaTime);
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if (moveDirection != Vector3.zero)
{
Quaternion targetRot = Quaternion.LookRotation(moveDirection);
stateMachine.transform.rotation = Quaternion.RotateTowards(
stateMachine.transform.rotation,
targetRot,
stateMachine.RotationSpeed * deltaTime
);
}
}
public override void PhysicsTick(float fixedDeltaTime) {}
public override void Exit()
{
stateMachine.Input.OnJumpEvent -= OnJump;
stateMachine.Input.OnDodgeEvent -= OnDodge;
stateMachine.Input.OnCrouchEvent -= OnCrouch;
stateMachine.Input.OnInteractEvent -= OnInteract;
}
private void OnJump()
{
if (stateMachine.IsGrounded)
{
if (stateMachine.Scanner != null)
{
var hitData = stateMachine.Scanner.ObstacleCheck();
if (hitData.forwardHitFound)
{
stateMachine.SwitchState(new PlayerParkourState(stateMachine));
return;
}
}
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stateMachine.SwitchState(new PlayerJumpState(stateMachine, stateMachine.WalkSpeed));
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}
}
private void OnDodge() => stateMachine.SwitchState(new PlayerDodgeState(stateMachine));
private void OnCrouch() => stateMachine.SwitchState(new PlayerCrouchState(stateMachine));
private void OnInteract() => stateMachine.SwitchState(new PlayerInteractState(stateMachine));
}
}