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if (context.performed) IsSprintHeld = true; + if (context.performed) + { + IsSprintHeld = true; + OnSprintEvent?.Invoke(); + } if (context.canceled) IsSprintHeld = false; } diff --git a/Assets/Scripts/Player Controller/PlayerFallState.cs b/Assets/Scripts/Player Controller/PlayerFallState.cs index 396de4bd..ca842684 100644 --- a/Assets/Scripts/Player Controller/PlayerFallState.cs +++ b/Assets/Scripts/Player Controller/PlayerFallState.cs @@ -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; } } } \ No newline at end of file diff --git a/Assets/Scripts/Player Controller/PlayerIdleState.cs b/Assets/Scripts/Player Controller/PlayerIdleState.cs index ee1e2cc0..3b7e7acf 100644 --- a/Assets/Scripts/Player Controller/PlayerIdleState.cs +++ b/Assets/Scripts/Player Controller/PlayerIdleState.cs @@ -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; diff --git a/Assets/Scripts/Player Controller/PlayerJumpState.cs b/Assets/Scripts/Player Controller/PlayerJumpState.cs index 9f579b69..0abe819d 100644 --- a/Assets/Scripts/Player Controller/PlayerJumpState.cs +++ b/Assets/Scripts/Player Controller/PlayerJumpState.cs @@ -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; + } } } \ No newline at end of file diff --git a/Assets/Scripts/Player Controller/PlayerMoveState.cs b/Assets/Scripts/Player Controller/PlayerMoveState.cs index 889406b3..04880b00 100644 --- a/Assets/Scripts/Player Controller/PlayerMoveState.cs +++ b/Assets/Scripts/Player Controller/PlayerMoveState.cs @@ -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)); } }