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@@ -3,97 +3,86 @@ using UnityEngine.AI;
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using Invector;
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using Invector.vEventSystems;
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using System.Collections;
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using System.Collections.Generic;
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/// <summary>
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/// AnimatorAI: Advanced Invector-style Animator synchronization for EnemyAI.
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/// Resolves T-pose by ensuring all core Invector parameters are correctly synced.
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/// </summary>
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public class AnimatorAI : MonoBehaviour, vIAnimatorStateInfoController
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{
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protected Animator animator;
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protected EnemyAI enemyAI;
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protected NavMeshAgent agent;
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protected Rigidbody rb;
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protected vHealthController healthController;
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protected EnemyAI enemyAI;
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protected KamikazeAI kamikazeAI;
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[Header("Movement Settings")]
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public float sprintThreshold = 0.8f;
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public float dampTime = 0.1f;
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public float groundDistanceValue = 0.05f;
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[Header("Force Settings")]
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public bool forceGrounded = true;
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public float movementBoost = 1.2f;
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public float dampTime = 0.1f;
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public vAnimatorStateInfos animatorStateInfos { get; protected set; }
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#region Animator Parameters (Invector Style)
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protected vAnimatorParameter isDead;
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protected vAnimatorParameter isGrounded;
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protected vAnimatorParameter isStrafing;
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protected vAnimatorParameter isSprinting;
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protected vAnimatorParameter isAiming;
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protected vAnimatorParameter verticalVelocity;
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protected vAnimatorParameter horizontalVelocity;
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protected vAnimatorParameter groundDistance;
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protected vAnimatorParameter moveSet_ID;
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protected vAnimatorParameter attackID;
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protected vAnimatorParameter hitDirection;
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protected vAnimatorParameter reactionID;
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protected vAnimatorParameter triggerReaction;
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protected vAnimatorParameter resetState;
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#region Animator Parameters
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protected vAnimatorParameter isDead, isGrounded, isStrafing, isSprinting, isAiming;
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protected vAnimatorParameter verticalVelocity, horizontalVelocity, inputMagnitude;
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protected vAnimatorParameter groundDistance, moveSet_ID, attackID, triggerReaction, resetState;
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#endregion
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protected Vector3 lastPosition;
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protected float currentV;
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protected float currentH;
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protected float currentV, currentH, currentMagnitude, calculatedSpeed;
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protected virtual void Awake()
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{
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animator = GetComponentInChildren<Animator>();
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enemyAI = GetComponent<EnemyAI>();
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if (animator == null) animator = GetComponentInParent<Animator>();
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agent = GetComponent<NavMeshAgent>();
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rb = GetComponent<Rigidbody>();
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healthController = GetComponent<vHealthController>();
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if (agent == null) agent = GetComponentInParent<NavMeshAgent>();
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healthController = GetComponentInChildren<vHealthController>();
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enemyAI = GetComponent<EnemyAI>();
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kamikazeAI = GetComponent<KamikazeAI>();
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if (animator)
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{
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animator.applyRootMotion = false;
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animator.updateMode = AnimatorUpdateMode.Normal;
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// Reset all layers initially to prevent T-Pose
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for (int i = 1; i < animator.layerCount; i++) animator.SetLayerWeight(i, 0f);
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animatorStateInfos = new vAnimatorStateInfos(animator);
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InitializeParameters();
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Debug.Log($"<color=green>[AnimSystem]</color> Đã kích hoạt trên {gameObject.name}");
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}
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lastPosition = transform.position;
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}
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protected virtual void OnEnable()
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{
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this.Register();
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if (healthController) healthController.onReceiveDamage.AddListener(OnReceiveDamage);
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}
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protected virtual void OnDisable()
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{
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this.UnRegister();
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if (healthController) healthController.onReceiveDamage.RemoveListener(OnReceiveDamage);
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}
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protected virtual void OnEnable() { this.Register(); }
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protected virtual void OnDisable() { this.UnRegister(); }
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protected virtual void InitializeParameters()
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{
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isDead = new vAnimatorParameter(animator, "isDead");
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isGrounded = new vAnimatorParameter(animator, "IsGrounded");
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isStrafing = new vAnimatorParameter(animator, "IsStrafing");
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isSprinting = new vAnimatorParameter(animator, "IsSprinting");
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isAiming = new vAnimatorParameter(animator, "IsAiming");
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verticalVelocity = new vAnimatorParameter(animator, "VerticalVelocity");
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horizontalVelocity = new vAnimatorParameter(animator, "HorizontalVelocity");
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groundDistance = new vAnimatorParameter(animator, "GroundDistance");
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moveSet_ID = new vAnimatorParameter(animator, "MoveSet_ID");
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attackID = new vAnimatorParameter(animator, "AttackID");
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hitDirection = new vAnimatorParameter(animator, "HitDirection");
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reactionID = new vAnimatorParameter(animator, "ReactionID");
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triggerReaction = new vAnimatorParameter(animator, "TriggerReaction");
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resetState = new vAnimatorParameter(animator, "ResetState");
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isDead = ValidateAndInit("isDead");
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isGrounded = ValidateAndInit("isGrounded");
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if (!isGrounded.isValid) isGrounded = ValidateAndInit("IsGrounded");
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isStrafing = ValidateAndInit("IsStrafing");
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isSprinting = ValidateAndInit("IsSprinting");
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isAiming = ValidateAndInit("IsAiming");
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verticalVelocity = ValidateAndInit("InputVertical");
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horizontalVelocity = ValidateAndInit("InputHorizontal");
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inputMagnitude = ValidateAndInit("InputMagnitude");
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groundDistance = ValidateAndInit("GroundDistance");
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moveSet_ID = ValidateAndInit("MoveSet_ID");
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attackID = ValidateAndInit("AttackID");
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triggerReaction = ValidateAndInit("TriggerReaction");
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resetState = ValidateAndInit("ResetState");
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}
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private vAnimatorParameter ValidateAndInit(string pName) => new vAnimatorParameter(animator, pName);
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protected virtual void Update()
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{
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if (animator == null || enemyAI == null || agent == null) return;
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if (animator == null || agent == null) return;
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UpdateMovementParameters();
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UpdateCombatParameters();
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@@ -101,106 +90,74 @@ public class AnimatorAI : MonoBehaviour, vIAnimatorStateInfoController
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protected virtual void UpdateMovementParameters()
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{
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// 1. Grounded & GroundDistance (Critical for T-pose prevention)
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bool grounded = agent.isOnNavMesh || agent.enabled;
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SetBool(isGrounded, grounded);
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SetFloat(groundDistance, grounded ? 0f : groundDistanceValue);
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SetBool(isGrounded, forceGrounded);
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SetFloat(groundDistance, 0f);
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// 2. Responsive Velocity Calculation
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// Use a mix of agent velocity and position delta for better responsiveness
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Vector3 worldVelocity = (transform.position - lastPosition) / Time.deltaTime;
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Vector3 delta = transform.position - lastPosition;
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calculatedSpeed = delta.magnitude / Time.deltaTime;
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lastPosition = transform.position;
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if (worldVelocity.magnitude < 0.01f) worldVelocity = Vector3.zero;
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Vector3 localVelocity = transform.InverseTransformDirection(worldVelocity);
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Vector3 localVel = transform.InverseTransformDirection(delta / Time.deltaTime);
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float targetV = localVelocity.z / enemyAI.moveSpeed;
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float targetH = localVelocity.x / enemyAI.moveSpeed;
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float maxS = (enemyAI) ? enemyAI.moveSpeed : (kamikazeAI ? agent.speed : 3f);
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if (maxS <= 0) maxS = 3f;
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float targetV = (localVel.z / maxS) * movementBoost;
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float targetH = (localVel.x / maxS) * movementBoost;
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// Smooth velocity values
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currentV = Mathf.Lerp(currentV, targetV, 10f * Time.deltaTime);
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currentH = Mathf.Lerp(currentH, targetH, 10f * Time.deltaTime);
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currentMagnitude = new Vector2(currentH, currentV).magnitude;
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// ÉP GIÁ TRỊ VÀO ANIMATOR
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SetFloat(verticalVelocity, currentV);
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SetFloat(horizontalVelocity, currentH);
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// 3. Sprinting
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bool sprinting = worldVelocity.magnitude > (enemyAI.moveSpeed * sprintThreshold);
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SetBool(isSprinting, sprinting);
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// 4. Strafing
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SetBool(isStrafing, enemyAI.playerHasArtifact);
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SetFloat(inputMagnitude, currentMagnitude);
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}
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protected virtual void UpdateCombatParameters()
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{
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SetBool(isAiming, enemyAI.playerHasArtifact);
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SetInt(moveSet_ID, enemyAI.playerHasArtifact ? 1 : 0);
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// 1. Kiểm tra trạng thái AI
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bool isShooting = (enemyAI && enemyAI.IsShootingBurst);
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bool hasArtifact = (enemyAI && enemyAI.playerHasArtifact);
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// Shooting burst
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if (enemyAI.IsShootingBurst)
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SetInt(attackID, 1);
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// 2. Cập nhật MoveSet và Aiming
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SetInt(moveSet_ID, hasArtifact ? 1 : 0);
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SetBool(isAiming, hasArtifact);
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SetBool(isStrafing, hasArtifact);
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// 3. Xử lý BẮN SÚNG (Layer 6 trong Animator của bạn)
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if (isShooting)
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{
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// Bật Layer bắn súng lên 1 (Smooth)
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animator.SetLayerWeight(6, Mathf.Lerp(animator.GetLayerWeight(6), 1f, 15f * Time.deltaTime));
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SetInt(attackID, 1); // Kích hoạt animation bắn trong Blend Tree của Layer 6
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}
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else
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{
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// Tắt Layer bắn súng về 0
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animator.SetLayerWeight(6, Mathf.Lerp(animator.GetLayerWeight(6), 0f, 10f * Time.deltaTime));
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SetInt(attackID, 0);
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// Dodge logic
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if (enemyAI.IsDodging)
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{
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// In Invector, dodges are often handled via triggers or specific IDs
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SetAnimatorTrigger(triggerReaction);
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}
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// Death state
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if (healthController) SetBool(isDead, healthController.isDead);
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}
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protected virtual void OnReceiveDamage(vDamage damage)
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{
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if (animator == null || !animator.enabled) return;
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// Sync damage parameters for hit reactions
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if (hitDirection.isValid && damage.sender)
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{
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float angle = transform.HitAngle(damage.sender.position);
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animator.SetInteger(hitDirection, (int)angle);
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}
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if (reactionID.isValid) animator.SetInteger(reactionID, damage.reaction_id);
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SetAnimatorTrigger(triggerReaction);
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SetAnimatorTrigger(resetState);
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if (enemyAI && enemyAI.IsDodging) SetAnimatorTrigger(triggerReaction);
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}
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#region Helpers
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protected void SetBool(vAnimatorParameter param, bool value)
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{
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if (param.isValid && animator.GetBool(param) != value)
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animator.SetBool(param, value);
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protected void SetBool(vAnimatorParameter p, bool v) { if (p.isValid) animator.SetBool(p, v); }
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protected void SetFloat(vAnimatorParameter p, float v) { if (p.isValid) animator.SetFloat(p, v, dampTime, Time.deltaTime); }
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protected void SetInt(vAnimatorParameter p, int v) { if (p.isValid) animator.SetInteger(p, v); }
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public void SetAnimatorTrigger(vAnimatorParameter trigger)
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{
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if (trigger.isValid) StartCoroutine(SetTriggerRoutine(trigger));
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}
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protected void SetFloat(vAnimatorParameter param, float value)
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{
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if (param.isValid)
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animator.SetFloat(param, value, dampTime, Time.deltaTime);
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}
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protected void SetInt(vAnimatorParameter param, int value)
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{
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if (param.isValid && animator.GetInteger(param) != value)
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animator.SetInteger(param, value);
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}
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public void SetAnimatorTrigger(vAnimatorParameter trigger)
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{
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if (trigger.isValid) StartCoroutine(SetTriggerRoutine(trigger));
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}
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private IEnumerator SetTriggerRoutine(int targetHash)
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{
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animator.SetTrigger(targetHash);
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yield return new WaitForSeconds(0.1f);
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animator.ResetTrigger(targetHash);
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private IEnumerator SetTriggerRoutine(int targetHash)
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{
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animator.SetTrigger(targetHash);
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yield return new WaitForSeconds(0.1f);
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animator.ResetTrigger(targetHash);
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}
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#endregion
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}
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