Merge branch 'master' of http://10.176.48.250:3000/scove/HALLUCINATE
This commit is contained in:
@@ -15,10 +15,14 @@ namespace OnlyScove.Scripts
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stateMachine.Input.OnCrouchEvent += OnCrouch;
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stateMachine.Input.OnInteractEvent += OnInteract;
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}
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private readonly int speedXHash = Animator.StringToHash("Velocity X");
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private readonly int speedZHash = Animator.StringToHash("Velocity Z");
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public override void Tick(float deltaTime)
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{
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stateMachine.Anim.SetFloat(speedHash, 0f, stateMachine.AnimationDamping, deltaTime);
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stateMachine.Anim.SetFloat(speedXHash, 0f, stateMachine.AnimationDamping, deltaTime);
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stateMachine.Anim.SetFloat(speedZHash, 0f, stateMachine.AnimationDamping, deltaTime);
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if (stateMachine.Input.MoveInput != Vector2.zero)
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{
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@@ -15,6 +15,8 @@ namespace OnlyScove.Scripts
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stateMachine.Input.OnCrouchEvent += OnCrouch;
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stateMachine.Input.OnInteractEvent += OnInteract;
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}
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private readonly int speedXHash = Animator.StringToHash("Velocity X");
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private readonly int speedZHash = Animator.StringToHash("Velocity Z");
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public override void Tick(float deltaTime)
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{
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@@ -66,6 +68,8 @@ namespace OnlyScove.Scripts
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}
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stateMachine.Anim.SetFloat(speedHash, 0.7f, stateMachine.AnimationDamping, deltaTime);
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stateMachine.Anim.SetFloat(speedXHash, input.x * 0.5f, stateMachine.AnimationDamping, deltaTime);
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stateMachine.Anim.SetFloat(speedZHash, input.y * 0.5f, stateMachine.AnimationDamping, deltaTime);
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}
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public override void PhysicsTick(float fixedDeltaTime) {}
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@@ -5,6 +5,8 @@ namespace OnlyScove.Scripts
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public class PlayerRunState : PlayerBaseState
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{
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private readonly int speedHash = Animator.StringToHash("Speed");
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private readonly int speedXHash = Animator.StringToHash("Velocity X");
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private readonly int speedZHash = Animator.StringToHash("Velocity Z");
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public PlayerRunState(PlayerStateMachine stateMachine) : base(stateMachine) {}
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@@ -60,6 +62,8 @@ namespace OnlyScove.Scripts
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}
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stateMachine.Anim.SetFloat(speedHash, 1f, stateMachine.AnimationDamping, deltaTime);
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stateMachine.Anim.SetFloat(speedXHash, input.x * 2f, stateMachine.AnimationDamping, deltaTime);
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stateMachine.Anim.SetFloat(speedZHash, input.y * 2f, stateMachine.AnimationDamping, deltaTime);
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}
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public override void PhysicsTick(float fixedDeltaTime) {}
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