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86
Assets/Scripts/Player Controller/PlayerDashState.cs
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86
Assets/Scripts/Player Controller/PlayerDashState.cs
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using UnityEngine;
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namespace OnlyScove.Scripts
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{
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public class PlayerDashState : PlayerBaseState
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{
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private readonly int dashHash = Animator.StringToHash("Dash"); // Trigger parameter
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private float dashDuration = 0.25f; // How long the burst lasts (tweak as needed)
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private float dashTimer;
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private Vector3 dashDirection;
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public PlayerDashState(PlayerStateMachine stateMachine) : base(stateMachine) {}
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public override void Enter()
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{
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dashTimer = dashDuration;
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// Fire the Dash animation trigger
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stateMachine.Anim.SetTrigger(dashHash);
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stateMachine.Input.OnJumpEvent += OnJump;
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// Determine dash direction based on input, or default to forward if no input
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Vector2 input = stateMachine.Input.MoveInput;
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if (input != Vector2.zero)
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{
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dashDirection = new Vector3(input.x, 0f, input.y).normalized;
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if (stateMachine.Cam != null)
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{
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dashDirection = stateMachine.Cam.PlanarRotation * dashDirection;
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}
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// Instantly snap rotation to face the dash direction
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stateMachine.transform.rotation = Quaternion.LookRotation(dashDirection);
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}
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else
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{
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dashDirection = stateMachine.transform.forward;
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}
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}
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public override void Tick(float deltaTime)
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{
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dashTimer -= deltaTime;
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// Apply high speed for the dash (Burst speed)
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stateMachine.Controller.Move(dashDirection * stateMachine.SprintSpeed * deltaTime);
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// When the dash finishes, decide the next state
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if (dashTimer <= 0f)
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{
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if (stateMachine.Input.IsSprintHeld && stateMachine.Input.MoveInput != Vector2.zero)
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{
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// Kept holding Shift -> Go to Sprint
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stateMachine.SwitchState(new PlayerRunState(stateMachine));
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}
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else if (stateMachine.Input.MoveInput != Vector2.zero)
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{
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// Released Shift but still moving -> Go to Walk
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stateMachine.SwitchState(new PlayerMoveState(stateMachine));
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}
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else
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{
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// Stopped moving -> Go to Idle
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stateMachine.SwitchState(new PlayerIdleState(stateMachine));
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}
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}
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}
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public override void PhysicsTick(float fixedDeltaTime) {}
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public override void Exit()
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{
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stateMachine.Input.OnJumpEvent -= OnJump;
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}
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private void OnJump()
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{
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if (stateMachine.IsGrounded)
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{
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stateMachine.SwitchState(new PlayerJumpState(stateMachine, stateMachine.SprintSpeed));
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}
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}
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}
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}
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