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82
Assets/Scripts/Player Controller/PlayerFallState.cs
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82
Assets/Scripts/Player Controller/PlayerFallState.cs
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using UnityEngine;
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namespace OnlyScove.Scripts
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{
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public class PlayerFallState : PlayerBaseState
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{
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private readonly int fallHash = Animator.StringToHash("Fall");
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private float fallSpeed;
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public PlayerFallState(PlayerStateMachine stateMachine, float fallSpeed = -1f) : base(stateMachine)
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{
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if (fallSpeed < 0)
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{
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this.fallSpeed = stateMachine.WalkSpeed;
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}
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else
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{
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this.fallSpeed = fallSpeed;
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}
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}
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public override void Enter()
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{
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stateMachine.Anim.SetTrigger(fallHash);
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stateMachine.Input.OnDodgeEvent += OnThrustPressed;
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}
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public override void Tick(float deltaTime)
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{
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stateMachine.VelocityY += Physics.gravity.y * deltaTime;
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Vector2 input = stateMachine.Input.MoveInput;
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Vector3 inputDir = new Vector3(input.x, 0, input.y).normalized;
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Vector3 moveDirection = stateMachine.Cam != null ? stateMachine.Cam.PlanarRotation * inputDir : inputDir;
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Vector3 velocity = moveDirection * fallSpeed;
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velocity.y = stateMachine.VelocityY;
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stateMachine.Controller.Move(velocity * deltaTime);
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if (stateMachine.Input.IsSprintHeld)
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{
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stateMachine.SwitchState(new PlayerAirDashState(stateMachine));
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return;
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}
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if (stateMachine.IsGrounded)
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{
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// Landing Shake from PlayerController.cs
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if (!stateMachine.WasGrounded && stateMachine.VelocityY < -1f)
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{
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if (stateMachine.Cam != null)
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{
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stateMachine.Cam.Shake(0.2f, 0.15f);
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}
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}
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stateMachine.VelocityY = -2f;
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if (input == Vector2.zero)
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stateMachine.SwitchState(new PlayerIdleState(stateMachine));
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else
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{
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// Return to the appropriate movement state based on sprint input
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if (stateMachine.Input.IsSprintHeld)
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stateMachine.SwitchState(new PlayerRunState(stateMachine));
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else
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stateMachine.SwitchState(new PlayerMoveState(stateMachine));
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}
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}
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}
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private void OnThrustPressed() => stateMachine.SwitchState(new PlayerThrustState(stateMachine));
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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.OnDodgeEvent -= OnThrustPressed;
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}
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}
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}
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