update mutiplay

This commit is contained in:
2026-04-08 12:38:39 +07:00
parent e6deb358df
commit 8ef5ecbe0f
10 changed files with 138 additions and 180 deletions

View File

@@ -32,36 +32,25 @@ namespace OnlyScove.Scripts
public override void Tick(float deltaTime)
{
stateMachine.VelocityY += Physics.gravity.y * deltaTime;
stateMachine.VelocityY += stateMachine.Gravity * deltaTime;
Vector2 input = stateMachine.Input.MoveInput;
// ĐÚNG: Sử dụng MoveInput đã đồng bộ mạng
Vector2 input = stateMachine.MoveInput;
Vector3 inputDir = new Vector3(input.x, 0, input.y).normalized;
Vector3 moveDirection = stateMachine.Cam != null ? stateMachine.Cam.PlanarRotation * inputDir : inputDir;
Vector3 moveDirection = stateMachine.NetworkedCameraRotation * inputDir;
moveDirection.y = 0;
moveDirection.Normalize();
Vector3 velocity = moveDirection * fallSpeed;
velocity.y = stateMachine.VelocityY;
stateMachine.Controller.Move(velocity * deltaTime);
// 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)
{
Quaternion targetRot = Quaternion.LookRotation(moveDirection);
stateMachine.transform.rotation = Quaternion.RotateTowards(
stateMachine.transform.rotation,
targetRot,
stateMachine.RotationSpeed * deltaTime
);
}
// Sử dụng hàm Move tập trung của StateMachine để đồng bộ
stateMachine.Move(velocity, 0.5f, deltaTime);
stateMachine.Rotate(moveDirection, deltaTime);
if (stateMachine.IsGrounded)
{
// Landing Shake from PlayerController.cs
// Landing Shake
if (!stateMachine.WasGrounded && stateMachine.VelocityY < -1f)
{
if (stateMachine.Cam != null)
@@ -76,8 +65,7 @@ namespace OnlyScove.Scripts
stateMachine.SwitchState(new PlayerIdleState(stateMachine));
else
{
// Return to the appropriate movement state based on sprint input
if (stateMachine.Input.IsSprintHeld)
if (stateMachine.IsSprintHeld)
stateMachine.SwitchState(new PlayerRunState(stateMachine));
else
stateMachine.SwitchState(new PlayerMoveState(stateMachine));