This commit is contained in:
Scove
2026-03-31 19:39:05 +07:00
12 changed files with 2008 additions and 152 deletions

View File

@@ -16,6 +16,7 @@ namespace OnlyScove.Scripts
// One-shot Events
public event Action OnJumpEvent; // Space
public event Action OnDodgeEvent; // Right Mouse Button (RMB)
public event Action OnSprintEvent; // Left Shift
public event Action OnAttackEvent; // Left Mouse Button (LMB)
public event Action OnCrouchEvent; // C Key
public event Action OnInteractEvent; // E Key
@@ -53,7 +54,11 @@ namespace OnlyScove.Scripts
public void OnSprint(InputAction.CallbackContext context)
{
if (context.performed) IsSprintHeld = true;
if (context.performed)
{
IsSprintHeld = true;
OnSprintEvent?.Invoke();
}
if (context.canceled) IsSprintHeld = false;
}

View File

@@ -5,6 +5,10 @@ namespace OnlyScove.Scripts
public class PlayerFallState : PlayerBaseState
{
private readonly int fallHash = Animator.StringToHash("Fall");
private readonly int speedHash = Animator.StringToHash("Speed");
private readonly int speedXHash = Animator.StringToHash("Velocity X");
private readonly int speedZHash = Animator.StringToHash("Velocity Z");
private float fallSpeed;
public PlayerFallState(PlayerStateMachine stateMachine, float fallSpeed = -1f) : base(stateMachine)
@@ -23,6 +27,7 @@ namespace OnlyScove.Scripts
{
stateMachine.Anim.SetTrigger(fallHash);
stateMachine.Input.OnDodgeEvent += OnThrustPressed;
stateMachine.Input.OnSprintEvent += OnAirDash;
}
public override void Tick(float deltaTime)
@@ -38,10 +43,20 @@ namespace OnlyScove.Scripts
stateMachine.Controller.Move(velocity * deltaTime);
if (stateMachine.Input.IsSprintHeld)
// Cập nhật Animator cho việc rơi trên không
float multiplier = stateMachine.Input.IsSprintHeld ? 2f : 0.5f;
stateMachine.Anim.SetFloat(speedHash, stateMachine.Input.IsSprintHeld ? 1f : 0.7f, stateMachine.AnimationDamping, deltaTime);
stateMachine.Anim.SetFloat(speedXHash, input.x * multiplier, stateMachine.AnimationDamping, deltaTime);
stateMachine.Anim.SetFloat(speedZHash, input.y * multiplier, stateMachine.AnimationDamping, deltaTime);
if (moveDirection != Vector3.zero)
{
stateMachine.SwitchState(new PlayerAirDashState(stateMachine));
return;
Quaternion targetRot = Quaternion.LookRotation(moveDirection);
stateMachine.transform.rotation = Quaternion.RotateTowards(
stateMachine.transform.rotation,
targetRot,
stateMachine.RotationSpeed * deltaTime
);
}
if (stateMachine.IsGrounded)
@@ -71,12 +86,18 @@ namespace OnlyScove.Scripts
}
private void OnThrustPressed() => stateMachine.SwitchState(new PlayerThrustState(stateMachine));
private void OnAirDash()
{
stateMachine.SwitchState(new PlayerAirDashState(stateMachine));
}
public override void PhysicsTick(float fixedDeltaTime) {}
public override void Exit()
{
stateMachine.Input.OnDodgeEvent -= OnThrustPressed;
stateMachine.Input.OnSprintEvent -= OnAirDash;
}
}
}

View File

@@ -10,6 +10,9 @@ namespace OnlyScove.Scripts
public override void Enter()
{
stateMachine.Anim.ResetTrigger("Jump");
stateMachine.Anim.ResetTrigger("Fall");
stateMachine.Input.OnJumpEvent += OnJump;
stateMachine.Input.OnDodgeEvent += OnDodge;
stateMachine.Input.OnCrouchEvent += OnCrouch;

View File

@@ -5,6 +5,10 @@ namespace OnlyScove.Scripts
public class PlayerJumpState : PlayerBaseState
{
private readonly int jumpHash = Animator.StringToHash("Jump");
private readonly int speedHash = Animator.StringToHash("Speed");
private readonly int speedXHash = Animator.StringToHash("Velocity X");
private readonly int speedZHash = Animator.StringToHash("Velocity Z");
private float jumpSpeed;
public PlayerJumpState(PlayerStateMachine stateMachine, float jumpSpeed = -1f) : base(stateMachine)
@@ -21,10 +25,22 @@ namespace OnlyScove.Scripts
public override void Enter()
{
// Set initial velocity for the Jump Blend Tree (2D Freeform)
Vector2 input = stateMachine.Input.MoveInput;
stateMachine.Anim.SetFloat(speedXHash, input.x);
stateMachine.Anim.SetFloat(speedZHash, input.y);
// Set Speed parameter to help distinguish between Idle Jump (0) and Run Jump (0.7+)
float moveAmount = input.magnitude;
stateMachine.Anim.SetFloat(speedHash, moveAmount > 0.1f ? 1.0f : 0f);
stateMachine.Anim.ResetTrigger(jumpHash);
stateMachine.Anim.SetTrigger(jumpHash);
// Physic formula: v = sqrt(h * -2 * g)
stateMachine.VelocityY = Mathf.Sqrt(stateMachine.JumpHeight * -2f * Physics.gravity.y);
stateMachine.Input.OnSprintEvent += OnAirDash;
}
public override void Tick(float deltaTime)
@@ -40,13 +56,37 @@ namespace OnlyScove.Scripts
stateMachine.Controller.Move(velocity * deltaTime);
// Cập nhật Animator cho việc di chuyển trên không (Blend Tree sẽ tự mượt mà theo các giá trị này)
float multiplier = stateMachine.Input.IsSprintHeld ? 1f : 0.5f;
stateMachine.Anim.SetFloat(speedXHash, input.x * multiplier, stateMachine.AnimationDamping, deltaTime);
stateMachine.Anim.SetFloat(speedZHash, input.y * multiplier, stateMachine.AnimationDamping, deltaTime);
if (moveDirection != Vector3.zero)
{
Quaternion targetRot = Quaternion.LookRotation(moveDirection);
stateMachine.transform.rotation = Quaternion.RotateTowards(
stateMachine.transform.rotation,
targetRot,
stateMachine.RotationSpeed * deltaTime
);
}
if (stateMachine.VelocityY <= 0f)
{
stateMachine.SwitchState(new PlayerFallState(stateMachine, jumpSpeed));
}
}
private void OnAirDash()
{
stateMachine.SwitchState(new PlayerAirDashState(stateMachine));
}
public override void PhysicsTick(float fixedDeltaTime) {}
public override void Exit() {}
public override void Exit()
{
stateMachine.Input.OnSprintEvent -= OnAirDash;
}
}
}

View File

@@ -43,7 +43,7 @@ namespace OnlyScove.Scripts
Debug.Log($"[PlayerMoveState] View: {(stateMachine.Cam.PlanarRotation.eulerAngles.y)}, InputDir: {inputDir}, MoveDir: {moveDirection}, PlayerRot: {stateMachine.transform.rotation.eulerAngles.y}");
}
Vector3 velocity = moveDirection * stateMachine.RunSpeed;
Vector3 velocity = moveDirection * stateMachine.WalkSpeed;
if (stateMachine.IsGrounded && stateMachine.VelocityY < 0)
{
@@ -95,7 +95,7 @@ namespace OnlyScove.Scripts
return;
}
}
stateMachine.SwitchState(new PlayerJumpState(stateMachine, stateMachine.RunSpeed));
stateMachine.SwitchState(new PlayerJumpState(stateMachine, stateMachine.WalkSpeed));
}
}