update di chuyển debug jump

This commit is contained in:
2026-05-30 11:20:59 +07:00
parent ee8e633043
commit dfcf8c1c25
26 changed files with 2716 additions and 219 deletions

View File

@@ -4,23 +4,21 @@ namespace OnlyScove.Scripts
{
public class PlayerMoveState : PlayerBaseState
{
private readonly int speedHash = Animator.StringToHash("Speed");
public PlayerMoveState(PlayerStateMachine stateMachine) : base(stateMachine) {}
public override void Enter()
{
stateMachine.Input.OnJumpEvent += OnJump;
stateMachine.AnimationHandler.SafeResetTrigger("Jump");
stateMachine.AnimationHandler.SafeResetTrigger("Fall");
stateMachine.AnimationHandler.ForceLocomotion();
stateMachine.Input.OnDodgeEvent += OnDodge;
stateMachine.Input.OnCrouchEvent += OnCrouch;
stateMachine.Input.OnInteractEvent += OnInteract;
}
private readonly int speedXHash = Animator.StringToHash("Velocity X");
private readonly int speedZHash = Animator.StringToHash("Velocity Z");
public override void Tick(float deltaTime)
{
// QUAN TRỌNG: Đọc trực tiếp từ stateMachine (Dữ liệu đã đồng bộ mạng)
Vector2 input = stateMachine.MoveInput;
float moveAmount = Mathf.Clamp01(Mathf.Abs(input.x) + Mathf.Abs(input.y));
@@ -53,7 +51,6 @@ namespace OnlyScove.Scripts
}
velocity.y = stateMachine.VelocityY;
// Sử dụng hàm Move tập trung (0.7f là giá trị Speed cho Animator khi đi bộ)
stateMachine.Move(velocity, 0.7f, deltaTime);
stateMachine.Rotate(moveDirection, deltaTime);
}
@@ -62,29 +59,11 @@ namespace OnlyScove.Scripts
public override void Exit()
{
stateMachine.Input.OnJumpEvent -= OnJump;
stateMachine.Input.OnDodgeEvent -= OnDodge;
stateMachine.Input.OnCrouchEvent -= OnCrouch;
stateMachine.Input.OnInteractEvent -= OnInteract;
}
private void OnJump()
{
if (stateMachine.IsGrounded)
{
if (stateMachine.Scanner != null)
{
var hitData = stateMachine.Scanner.ObstacleCheck();
if (hitData.forwardHitFound)
{
stateMachine.SwitchState(new PlayerParkourState(stateMachine));
return;
}
}
stateMachine.SwitchState(new PlayerJumpState(stateMachine, stateMachine.WalkSpeed));
}
}
private void OnDodge() => stateMachine.SwitchState(new PlayerDodgeState(stateMachine));
private void OnCrouch() => stateMachine.SwitchState(new PlayerCrouchState(stateMachine));
private void OnInteract() => stateMachine.SwitchState(new PlayerInteractState(stateMachine));