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

@@ -4,22 +4,20 @@ namespace OnlyScove.Scripts
{
public class PlayerRunState : PlayerBaseState
{
private readonly int speedHash = Animator.StringToHash("Speed");
private readonly int speedXHash = Animator.StringToHash("Velocity X");
private readonly int speedZHash = Animator.StringToHash("Velocity Z");
public PlayerRunState(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;
}
public override void Tick(float deltaTime)
{
// 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));
@@ -52,7 +50,6 @@ namespace OnlyScove.Scripts
}
velocity.y = stateMachine.VelocityY;
// 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);
}
@@ -61,28 +58,10 @@ namespace OnlyScove.Scripts
public override void Exit()
{
stateMachine.Input.OnJumpEvent -= OnJump;
stateMachine.Input.OnDodgeEvent -= OnDodge;
stateMachine.Input.OnCrouchEvent -= OnCrouch;
}
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.SprintSpeed));
}
}
private void OnDodge() => stateMachine.SwitchState(new PlayerDodgeState(stateMachine));
private void OnCrouch() => stateMachine.SwitchState(new PlayerCrouchState(stateMachine));
}