update mutiplay
This commit is contained in:
@@ -19,7 +19,8 @@ namespace OnlyScove.Scripts
|
||||
|
||||
public override void Tick(float deltaTime)
|
||||
{
|
||||
Vector2 input = stateMachine.Input.MoveInput;
|
||||
// ĐÚNG: Sử dụng dữ liệu đã đồng bộ qua mạng
|
||||
Vector2 input = stateMachine.MoveInput;
|
||||
float moveAmount = Mathf.Clamp01(Mathf.Abs(input.x) + Mathf.Abs(input.y));
|
||||
|
||||
if (moveAmount <= 0.01f)
|
||||
@@ -28,14 +29,16 @@ namespace OnlyScove.Scripts
|
||||
return;
|
||||
}
|
||||
|
||||
if (!stateMachine.Input.IsSprintHeld)
|
||||
if (!stateMachine.IsSprintHeld)
|
||||
{
|
||||
stateMachine.SwitchState(new PlayerMoveState(stateMachine));
|
||||
return;
|
||||
}
|
||||
|
||||
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 * stateMachine.SprintSpeed;
|
||||
|
||||
@@ -45,25 +48,13 @@ namespace OnlyScove.Scripts
|
||||
}
|
||||
else
|
||||
{
|
||||
stateMachine.VelocityY += Physics.gravity.y * deltaTime;
|
||||
stateMachine.VelocityY += stateMachine.Gravity * deltaTime;
|
||||
}
|
||||
velocity.y = stateMachine.VelocityY;
|
||||
|
||||
stateMachine.Controller.Move(velocity * deltaTime);
|
||||
|
||||
if (moveDirection != Vector3.zero)
|
||||
{
|
||||
Quaternion targetRot = Quaternion.LookRotation(moveDirection);
|
||||
stateMachine.transform.rotation = Quaternion.RotateTowards(
|
||||
stateMachine.transform.rotation,
|
||||
targetRot,
|
||||
stateMachine.RotationSpeed * deltaTime
|
||||
);
|
||||
}
|
||||
|
||||
stateMachine.Anim.SetFloat(speedHash, 1f, stateMachine.AnimationDamping, deltaTime);
|
||||
stateMachine.Anim.SetFloat(speedXHash, input.x * 2f, stateMachine.AnimationDamping, deltaTime);
|
||||
stateMachine.Anim.SetFloat(speedZHash, input.y * 2f, stateMachine.AnimationDamping, deltaTime);
|
||||
// Sử dụng hàm Move tập trung (1.0f là giá trị Speed cho Animator khi chạy)
|
||||
stateMachine.Move(velocity, 1.0f, deltaTime);
|
||||
stateMachine.Rotate(moveDirection, deltaTime);
|
||||
}
|
||||
|
||||
public override void PhysicsTick(float fixedDeltaTime) {}
|
||||
|
||||
Reference in New Issue
Block a user