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65
Assets/Scripts/Player Controller/PlayerDodgeState.cs
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65
Assets/Scripts/Player Controller/PlayerDodgeState.cs
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using UnityEngine;
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namespace OnlyScove.Scripts
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{
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public class PlayerDodgeState : PlayerBaseState
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{
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private readonly int dodgeHash = Animator.StringToHash("Dodge");
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private float dodgeDuration = 0.4f; // Adjust based on your dodge animation length
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private float dodgeTimer;
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private Vector3 dodgeDirection;
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public PlayerDodgeState(PlayerStateMachine stateMachine) : base(stateMachine) {}
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public override void Enter()
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{
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dodgeTimer = dodgeDuration;
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stateMachine.Anim.SetTrigger(dodgeHash);
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// Calculate dodge direction based on current 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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// Dodge in the input direction (Left, Right, Back, Forward)
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dodgeDirection = new Vector3(input.x, 0f, input.y).normalized;
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if (stateMachine.Cam != null)
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{
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dodgeDirection = stateMachine.Cam.PlanarRotation * dodgeDirection;
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}
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// Instantly rotate the player to face the dodge direction
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stateMachine.transform.rotation = Quaternion.LookRotation(dodgeDirection);
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}
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else
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{
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// If no input, just roll straight forward
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dodgeDirection = 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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dodgeTimer -= deltaTime;
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// Apply movement force for the dodge (usually slightly slower than a Dash)
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stateMachine.Controller.Move(dodgeDirection * (stateMachine.DashForce * 0.8f) * deltaTime);
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// Once the roll finishes, transition back to Idle or Move
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if (dodgeTimer <= 0f)
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{
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if (stateMachine.Input.MoveInput != Vector2.zero)
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{
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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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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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}
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