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- name: B-middleFinger03.R
parentName: B-middleFinger02.R
position: {x: -0.00000031228402, y: 0.03966582, z: 0.0000007806046}
rotation: {x: 0.0049833055, y: -0.021227943, z: -0.0063239583, w: 0.9997422}
scale: {x: 0.9999998, y: 1.0000007, z: 0.9999998}
- name: B-ringFinger01.R
parentName: B-hand.R
position: {x: 0.017707428, y: 0.14186867, z: -0.0063086674}
rotation: {x: -0.007116044, y: 0.001772284, z: -0.03639964, w: 0.9993104}
scale: {x: 1.0000007, y: 1.0000001, z: 0.9999998}
- name: B-ringFinger02.R
parentName: B-ringFinger01.R
position: {x: -0.000000542884, y: 0.04994895, z: 0.00000035361504}
rotation: {x: 0.03796476, y: -0.002115096, z: 0.01253315, w: 0.99919826}
scale: {x: 0.9999996, y: 1, z: 1.0000004}
- name: B-ringFinger03.R
parentName: B-ringFinger02.R
position: {x: 0.00000043444734, y: 0.038347248, z: -0.000000056919788}
rotation: {x: -0.02091095, y: 0.04065237, z: 0.015794605, w: -0.99882966}
scale: {x: 1.0000006, y: 1.0000005, z: 1.0000001}
- name: B-pinky01.R
parentName: B-hand.R
position: {x: 0.04595776, y: 0.13234657, z: -0.0026849052}
rotation: {x: 0.011725712, y: 0.016482824, z: 0.044226043, w: -0.9988168}
scale: {x: 1.0000006, y: 1.0000005, z: 1.0000004}
- name: B-pinky02.R
parentName: B-pinky01.R
position: {x: -0.000000007593004, y: 0.042360805, z: -0.0000006170239}
rotation: {x: -0.038972165, y: -0.011178192, z: -0.009239687, w: -0.999135}
scale: {x: 1.0000001, y: 0.99999946, z: 0.99999934}
- name: B-pinky03.R
parentName: B-pinky02.R
position: {x: 0.000000490262, y: 0.03559031, z: 0.000000525607}
rotation: {x: -0.02210214, y: 0.021823257, z: -0.009211368, w: -0.9994751}
scale: {x: 0.99999994, y: 1.0000001, z: 1}
- name: B-thumb01.R
parentName: B-hand.R
position: {x: -0.043999806, y: 0.053600658, z: 0.014425339}
rotation: {x: -0.22472195, y: 0.6304506, z: 0.29821253, w: 0.68051565}
scale: {x: 0.9999992, y: 1, z: 1.0000005}
- name: B-thumb02.R
parentName: B-thumb01.R
position: {x: -0.00000024829808, y: 0.052145515, z: 0.0000002662714}
rotation: {x: 0.03817449, y: 0.013301992, z: -0.008045062, w: 0.99915016}
scale: {x: 1.000001, y: 0.9999997, z: 1.0000008}
- name: B-thumb03.R
parentName: B-thumb02.R
position: {x: 0.00000023047774, y: 0.038913652, z: 0.00000013830525}
rotation: {x: -0.06035438, y: 0.014396251, z: 0.0074286917, w: 0.9980456}
scale: {x: 0.9999996, y: 1.0000007, z: 0.9999992}
- name: B-neck
parentName: B-chest
position: {x: -0, y: 0.27073184, z: -0.00000024204712}
rotation: {x: 0.1032065, y: -0, z: -0, w: 0.99465996}
scale: {x: 1, y: 1.0000004, z: 1.0000004}
- name: B-head
parentName: B-neck
position: {x: -0, y: 0.074098095, z: 0.0000011746794}
rotation: {x: -0.06999011, y: -0, z: -0, w: 0.99754775}
scale: {x: 1, y: 0.9999999, z: 0.9999999}
- name: B-jaw
parentName: B-head
position: {x: -0, y: 0, z: 0}
rotation: {x: 0.7071117, y: -0.000004949783, z: -0.000004949714, w: 0.7071019}
scale: {x: 1, y: 0.9999999, z: 0.9999999}
- name: B-shoulder.L
parentName: B-chest
position: {x: -0, y: 0.191156, z: -0.005313748}
rotation: {x: -0.51111144, y: 0.45326263, z: 0.48454675, w: 0.5463814}
scale: {x: 1.0000001, y: 1.0000001, z: 1.0000002}
- name: B-upperArm.L
parentName: B-shoulder.L
position: {x: 0.00000057259496, y: 0.20157637, z: 0.00000020945822}
rotation: {x: 0.023826208, y: -0.7095106, z: 0.07335416, w: 0.70046157}
scale: {x: 1.0000002, y: 0.9999995, z: 0.99999976}
- name: B-forearm.L
parentName: B-upperArm.L
position: {x: -0.000000085940925, y: 0.2341381, z: -0.0000020371474}
rotation: {x: 0.00065944885, y: 0.00042495123, z: -0.0032002882, w: 0.99999464}
scale: {x: 0.9999996, y: 1.0000007, z: 0.99999964}
- name: B-hand.L
parentName: B-forearm.L
position: {x: -0.00000014965505, y: 0.19596392, z: -0.000002056581}
rotation: {x: 0.0137975905, y: -0.7053626, z: -0.03324069, w: 0.7079325}
scale: {x: 0.9999999, y: 1.0000004, z: 1.0000004}
- name: B-handProp.L
parentName: B-hand.L
position: {x: -0.0036493945, y: 0.11645614, z: 0.02523684}
rotation: {x: -0.0136688305, y: -0.012546046, z: -0.67608327, w: 0.73659164}
scale: {x: 0.9999996, y: 1.0000005, z: 0.9999996}
- name: B-indexFinger01.L
parentName: B-hand.L
position: {x: 0.039847255, y: 0.14592129, z: -0.0024733818}
rotation: {x: 0.019054117, y: 0.014957337, z: -0.031316232, w: 0.99921596}
scale: {x: 1.0000004, y: 0.99999994, z: 1.0000001}
- name: B-indexFinger02.L
parentName: B-indexFinger01.L
position: {x: 0.000000121531, y: 0.05168002, z: -0.0000003132513}
rotation: {x: 0.04076018, y: -0.0287692, z: 0.0030876298, w: 0.99875}
scale: {x: 1.0000004, y: 1.0000008, z: 0.99999994}
- name: B-indexFinger03.L
parentName: B-indexFinger02.L
position: {x: 0.0000006657549, y: 0.038299095, z: 0.00000026302325}
rotation: {x: -0.006238374, y: -0.004023682, z: 0.010918303, w: 0.9999129}
scale: {x: 1.0000001, y: 0.9999991, z: 1}
- name: B-middleFinger01.L
parentName: B-hand.L
position: {x: 0.010262938, y: 0.14571597, z: -0.009878859}
rotation: {x: -0.004700666, y: 0.003256559, z: 0.0018008165, w: 0.999982}
scale: {x: 1.0000008, y: 0.99999994, z: 1.0000004}
- name: B-middleFinger02.L
parentName: B-middleFinger01.L
position: {x: 0.0000005989536, y: 0.05384347, z: -0.00000026802326}
rotation: {x: 0.039368495, y: -0.04573897, z: -0.0037793913, w: 0.9981702}
scale: {x: 1.0000001, y: 1.0000002, z: 1.0000001}
- name: B-middleFinger03.L
parentName: B-middleFinger02.L
position: {x: 0.00000024472794, y: 0.039665613, z: -0.00000007511139}
rotation: {x: 0.004983082, y: 0.021227797, z: 0.0063240305, w: 0.99974227}
scale: {x: 0.9999996, y: 0.99999994, z: 1}
- name: B-ringFinger01.L
parentName: B-hand.L
position: {x: -0.017707428, y: 0.14186852, z: -0.0063086627}
rotation: {x: -0.007119676, y: -0.0017733867, z: 0.03639967, w: 0.9993104}
scale: {x: 1.0000006, y: 1.0000004, z: 0.9999997}
- name: B-ringFinger02.L
parentName: B-ringFinger01.L
position: {x: 0.000000539424, y: 0.04994888, z: -0.00000054509644}
rotation: {x: 0.03795643, y: 0.0021154573, z: -0.012531134, w: 0.9991986}
scale: {x: 0.99999964, y: 1, z: 1.000001}
- name: B-ringFinger03.L
parentName: B-ringFinger02.L
position: {x: -0.00000042212133, y: 0.038347226, z: 0.00000006269704}
rotation: {x: 0.020911373, y: 0.040652253, z: 0.015794776, w: 0.9988297}
scale: {x: 1.0000001, y: 1, z: 1}
- name: B-pinky01.L
parentName: B-hand.L
position: {x: -0.04595776, y: 0.1323464, z: -0.0026858994}
rotation: {x: -0.0117269205, y: 0.016482104, z: 0.044222333, w: 0.99881697}
scale: {x: 1.0000001, y: 0.99999934, z: 1.0000004}
- name: B-pinky02.L
parentName: B-pinky01.L
position: {x: -4.7400034e-10, y: 0.042361826, z: 0.00000049031206}
rotation: {x: 0.039000545, y: -0.011178301, z: -0.00924355, w: 0.99913394}
scale: {x: 1.0000004, y: 1.000001, z: 0.99999946}
- name: B-pinky03.L
parentName: B-pinky02.L
position: {x: -0.000000503181, y: 0.03559012, z: -0.0000004567936}
rotation: {x: 0.02209994, y: 0.021823762, z: -0.00921096, w: 0.9994751}
scale: {x: 1.0000007, y: 1.0000001, z: 1.000001}
- name: B-thumb01.L
parentName: B-hand.L
position: {x: 0.043999806, y: 0.053600606, z: 0.014425342}
rotation: {x: -0.2247226, y: -0.6304511, z: -0.29820973, w: 0.6805161}
scale: {x: 1, y: 0.9999992, z: 1.0000002}
- name: B-thumb02.L
parentName: B-thumb01.L
position: {x: 0.00000040659947, y: 0.052145515, z: 0.000000065670875}
rotation: {x: 0.038172252, y: -0.01330176, z: 0.00804352, w: 0.9991503}
scale: {x: 1, y: 1.0000006, z: 1.0000004}
- name: B-thumb03.L
parentName: B-thumb02.L
position: {x: -0.0000005391776, y: 0.038914427, z: 0.0000006627957}
rotation: {x: -0.060353376, y: -0.0143969515, z: -0.007428563, w: 0.9980456}
scale: {x: 0.9999998, y: 1.0000002, z: 0.9999992}
- name: B-thigh.L
parentName: B-hips
position: {x: -0.086950995, y: -0.054498807, z: 0.0009344498}
rotation: {x: 0.9976029, y: -0.03748416, z: 0.01396242, w: 0.056467}
scale: {x: 1.0000001, y: 0.9999999, z: 1.0000015}
- name: B-shin.L
parentName: B-thigh.L
position: {x: 0.000000291668, y: 0.4122319, z: -0.0000007366876}
rotation: {x: 0.06803759, y: -0.003843949, z: -0.036836635, w: 0.99699515}
scale: {x: 1.000001, y: 0.9999999, z: 1}
- name: B-foot.L
parentName: B-shin.L
position: {x: 0.000000012107979, y: 0.38807765, z: 0.0000007308742}
rotation: {x: -0.5175909, y: -0.009148009, z: -0.0052672485, w: 0.8555631}
scale: {x: 1.0000001, y: 1.0000008, z: 1.0000005}
- name: B-toe.L
parentName: B-foot.L
position: {x: 0.00000024583952, y: 0.17744446, z: -0.00000026636735}
rotation: {x: -0.0000003366731, y: 0.95776296, z: -0.2875591, w: -0.0000006244518}
scale: {x: 1.0000002, y: 0.99999946, z: 1.0000001}
- name: B-thigh.R
parentName: B-hips
position: {x: 0.086950995, y: -0.0544998, z: 0.000934528}
rotation: {x: 0.99760276, y: 0.03748327, z: -0.0139689315, w: 0.05646851}
scale: {x: 0.9999942, y: 1.0000004, z: 0.99998736}
- name: B-shin.R
parentName: B-thigh.R
position: {x: 0.0000012584915, y: 0.41223097, z: 0.0000012415915}
rotation: {x: 0.06803853, y: 0.003844356, z: 0.036835853, w: 0.9969951}
scale: {x: 0.99999976, y: 1.0000006, z: 1.0000002}
- name: B-foot.R
parentName: B-shin.R
position: {x: -0.00000058465486, y: 0.38807717, z: -0.0000006054801}
rotation: {x: -0.5175943, y: 0.00916136, z: 0.005274257, w: 0.85556096}
scale: {x: 1.0000008, y: 0.9999975, z: 1.0000012}
- name: B-toe.R
parentName: B-foot.R
position: {x: 0.000002517725, y: 0.17744789, z: 0.00000056846955}
rotation: {x: 0.00000019604337, y: 0.9577643, z: -0.28755447, w: 0.0000010998918}
scale: {x: 1.0000001, y: 1.0000006, z: 0.99999887}
armTwist: 0.5
foreArmTwist: 0.5
upperLegTwist: 0.5

View File

@@ -5,10 +5,10 @@ namespace OnlyScove.Scripts
public class EnvironmentScanner : MonoBehaviour
{
[Header("Obstacle Detection")]
[SerializeField] private Vector3 forwardRayOffset = new Vector3(0, 2.5f, 0);
[SerializeField] float forwardRayLength = 10f;
[SerializeField] private Vector3 forwardRayOffset = new Vector3(0, 1.5f, 0);
[SerializeField] float forwardRayLength = 1.5f;
[SerializeField] LayerMask obstacleLayer;
[SerializeField] float heightRayLength;
[SerializeField] float heightRayLength = 2.5f;
[Header("Interaction Detection")]
[SerializeField] private Vector3 interactionOffset = new Vector3(0, 1.5f, 0);

View File

@@ -355,6 +355,7 @@ namespace Hallucinate.UI
{
data.Direction = PlayerStateMachine.Local.Input.MoveInput;
data.sprint = PlayerStateMachine.Local.Input.IsSprintHeld;
data.jump = PlayerStateMachine.Local.Input.ConsumeJumpInput();
if (PlayerStateMachine.Local.Cam != null)
data.rot = PlayerStateMachine.Local.Cam.PlanarRotation;
}

View File

@@ -7,6 +7,7 @@ namespace OnlyScove.Scripts
{
public Vector2 Direction;
public NetworkBool sprint;
public NetworkBool jump;
public Quaternion rot;
}
}

View File

@@ -127,7 +127,19 @@ namespace OnlyScove.Scripts
public void OnJump(InputAction.CallbackContext context)
{
if (context.performed) OnJumpEvent?.Invoke();
if (context.performed)
{
wasJumpPressed = true;
OnJumpEvent?.Invoke();
}
}
private bool wasJumpPressed;
public bool ConsumeJumpInput()
{
bool val = wasJumpPressed;
wasJumpPressed = false;
return val;
}
public void OnDodgeOrThrust(InputAction.CallbackContext context)

View File

@@ -9,46 +9,153 @@ namespace OnlyScove.Scripts
[SerializeField] private string speedParamName = "Speed";
[SerializeField] private string velocityXParamName = "Velocity X";
[SerializeField] private string velocityZParamName = "Velocity Z";
[SerializeField] private string groundedParamName = "Grounded";
[SerializeField] private float animationDamping = 0.2f;
[Header("Visual Correction")]
[SerializeField] private float visualOffsetY = 0f;
[SerializeField] private Transform modelTransform;
private CharacterController controller;
private Animator anim;
private int speedHash;
private int velocityXHash;
private int velocityZHash;
private bool hasSpeedParam;
private bool hasVelocityXParam;
private bool hasVelocityZParam;
private int groundedHash;
private readonly System.Collections.Generic.HashSet<int> parameterHashes = new System.Collections.Generic.HashSet<int>();
public void Initialize(Animator animator)
{
this.anim = animator;
this.controller = GetComponentInParent<CharacterController>();
// Auto-assign modelTransform if null
if (modelTransform == null && anim != null) modelTransform = anim.transform;
if (anim != null)
{
Debug.Log($"<color=green>[AnimationHandler]</color> Animator found on: {anim.gameObject.name}");
parameterHashes.Clear();
foreach (AnimatorControllerParameter param in anim.parameters)
{
if (param.name == speedParamName) hasSpeedParam = true;
if (param.name == velocityXParamName) hasVelocityXParam = true;
if (param.name == velocityZParamName) hasVelocityZParam = true;
parameterHashes.Add(param.nameHash);
}
int speedHashCheck = Animator.StringToHash(speedParamName);
if (!parameterHashes.Contains(speedHashCheck) && parameterHashes.Contains(Animator.StringToHash("Blend")))
{
speedParamName = "Blend";
speedHash = Animator.StringToHash(speedParamName);
Debug.Log($"<color=yellow>[AnimationHandler]</color> 'Speed' not found, using 'Blend' instead.");
}
}
else
{
Debug.LogError("<color=red>[AnimationHandler]</color> FAILED to find Animator! Please check your Prefab.");
}
speedHash = Animator.StringToHash(speedParamName);
velocityXHash = Animator.StringToHash(velocityXParamName);
velocityZHash = Animator.StringToHash(velocityZParamName);
groundedHash = Animator.StringToHash(groundedParamName);
}
public void UpdateAnimator(float speed, Vector2 moveInput, float deltaTime)
private bool wasGroundedInAnimator;
public void UpdateAnimator(float speed, Vector2 moveInput, bool isGrounded, float deltaTime)
{
if (anim == null) return;
if (hasSpeedParam) anim.SetFloat(speedHash, speed, animationDamping, deltaTime);
if (hasVelocityXParam) anim.SetFloat(velocityXHash, moveInput.x * speed, animationDamping, deltaTime);
if (hasVelocityZParam) anim.SetFloat(velocityZHash, moveInput.y * speed, animationDamping, deltaTime);
// Snap to zero if speed is very low to force Idle
float targetSpeed = speed < 0.05f ? 0f : speed;
float damping = (targetSpeed == 0f || targetSpeed > 0.9f) ? 0f : animationDamping;
if (parameterHashes.Contains(speedHash)) anim.SetFloat(speedHash, targetSpeed, damping, deltaTime);
if (parameterHashes.Contains(velocityXHash)) anim.SetFloat(velocityXHash, moveInput.x * targetSpeed, damping, deltaTime);
if (parameterHashes.Contains(velocityZHash)) anim.SetFloat(velocityZHash, moveInput.y * targetSpeed, damping, deltaTime);
// Quan trọng: Cập nhật biến Grounded cho Animator
if (parameterHashes.Contains(groundedHash)) anim.SetBool(groundedHash, isGrounded);
// Nếu đang ở trên mặt đất, đảm bảo reset các trạng thái nhảy/rơi
if (isGrounded)
{
SafeSetBool("IsJumping", false);
SafeSetBool("IsFalling", false);
var stateInfo = anim.GetCurrentAnimatorStateInfo(0);
if (stateInfo.IsName("Jump") || stateInfo.IsName("Fall") || stateInfo.IsName("Airborne"))
{
anim.CrossFadeInFixedTime("Locomotion Ground", 0.1f);
}
}
wasGroundedInAnimator = isGrounded;
}
public void SafeSetTrigger(string name)
{
if (anim == null) return;
int hash = Animator.StringToHash(name);
if (parameterHashes.Contains(hash)) anim.SetTrigger(hash);
}
public void SafeSetTrigger(int hash)
{
if (anim == null) return;
if (parameterHashes.Contains(hash)) anim.SetTrigger(hash);
}
public void SafeResetTrigger(string name)
{
if (anim == null) return;
int hash = Animator.StringToHash(name);
if (parameterHashes.Contains(hash)) anim.ResetTrigger(hash);
}
public void SafeResetTrigger(int hash)
{
if (anim == null) return;
if (parameterHashes.Contains(hash)) anim.ResetTrigger(hash);
}
public void SafeSetBool(string name, bool value)
{
if (anim == null) return;
int hash = Animator.StringToHash(name);
if (parameterHashes.Contains(hash)) anim.SetBool(hash, value);
}
public void SafeSetFloat(int hash, float value, float dampTime, float deltaTime)
{
if (anim == null) return;
if (parameterHashes.Contains(hash)) anim.SetFloat(hash, value, dampTime, deltaTime);
}
public void SetSpeed(float speed)
{
if (anim != null && hasSpeedParam) anim.SetFloat(speedHash, speed);
if (anim != null && parameterHashes.Contains(speedHash))
anim.SetFloat(speedHash, speed);
}
public void ForceLocomotion()
{
if (anim != null) anim.CrossFadeInFixedTime("Locomotion Ground", 0.1f);
}
private void LateUpdate()
{
if (modelTransform != null && controller != null)
{
// Automatically snap mesh to the bottom of the CharacterController capsule
// This fixes hovering/tiptoeing issues regardless of animation offsets
Vector3 targetPos = modelTransform.localPosition;
float bottomY = controller.center.y - (controller.height / 2f);
targetPos.y = bottomY + visualOffsetY;
modelTransform.localPosition = targetPos;
}
}
}
}

View File

@@ -15,8 +15,8 @@ namespace OnlyScove.Scripts
{
dashTimer = dashDuration;
// Fire the Dash animation trigger
stateMachine.Anim.SetTrigger(dashHash);
// Safely fire the Dash animation trigger
stateMachine.AnimationHandler.SafeSetTrigger(dashHash);
stateMachine.Input.OnJumpEvent += OnJump;

View File

@@ -14,7 +14,7 @@ namespace OnlyScove.Scripts
public override void Enter()
{
dodgeTimer = dodgeDuration;
stateMachine.Anim.SetTrigger(dodgeHash);
stateMachine.AnimationHandler.SafeSetTrigger(dodgeHash);
Vector2 input = stateMachine.MoveInput;
if (input != Vector2.zero)

View File

@@ -25,7 +25,7 @@ namespace OnlyScove.Scripts
public override void Enter()
{
stateMachine.Anim.SetTrigger(fallHash);
stateMachine.AnimationHandler.SafeSetTrigger(fallHash);
stateMachine.Input.OnDodgeEvent += OnThrustPressed;
stateMachine.Input.OnSprintEvent += OnAirDash;
}
@@ -50,6 +50,12 @@ namespace OnlyScove.Scripts
if (stateMachine.IsGrounded)
{
// Landing Reset Animator
stateMachine.AnimationHandler.SafeSetBool("IsJumping", false);
stateMachine.AnimationHandler.SafeSetBool("IsFalling", false);
stateMachine.AnimationHandler.SafeResetTrigger("Jump");
stateMachine.AnimationHandler.SafeResetTrigger("Fall");
// Landing Shake
if (!stateMachine.WasGrounded && stateMachine.VelocityY < -1f)
{

View File

@@ -4,27 +4,21 @@ namespace OnlyScove.Scripts
{
public class PlayerIdleState : PlayerBaseState
{
private readonly int speedHash = Animator.StringToHash("Speed");
public PlayerIdleState(PlayerStateMachine stateMachine) : base(stateMachine) {}
public override void Enter()
{
// Tạm thời bỏ ResetTrigger nếu chúng không tồn tại trong Animator của bạn
// stateMachine.Anim.ResetTrigger("Jump");
// stateMachine.Anim.ResetTrigger("Fall");
stateMachine.AnimationHandler.SafeResetTrigger("Jump");
stateMachine.AnimationHandler.SafeResetTrigger("Fall");
stateMachine.AnimationHandler.ForceLocomotion();
stateMachine.Input.OnJumpEvent += OnJump;
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)
{
// Cập nhật trọng lực
if (stateMachine.IsGrounded && stateMachine.VelocityY < 0)
{
stateMachine.VelocityY = -2f;
@@ -34,14 +28,11 @@ namespace OnlyScove.Scripts
stateMachine.VelocityY += stateMachine.Gravity * deltaTime;
}
// Sử dụng hàm Move tập trung để đồng bộ Animator và Vị trí
stateMachine.Move(new Vector3(0, stateMachine.VelocityY, 0), 0f, deltaTime);
// QUAN TRỌNG: Đọc dữ liệu đã đồng bộ từ mạng (stateMachine.MoveInput)
if (stateMachine.MoveInput != Vector2.zero)
{
stateMachine.SwitchState(new PlayerMoveState(stateMachine));
return;
}
}
@@ -49,28 +40,11 @@ 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));

View File

@@ -25,14 +25,14 @@ namespace OnlyScove.Scripts
public override void Enter()
{
// Sử dụng dữ liệu đồng bộ
Vector2 input = stateMachine.MoveInput;
Debug.Log("<color=yellow>[PlayerJumpState]</color> Entered Jump State");
stateMachine.Anim.ResetTrigger(jumpHash);
stateMachine.Anim.SetTrigger(jumpHash);
stateMachine.AnimationHandler.SafeResetTrigger(jumpHash);
stateMachine.AnimationHandler.SafeSetTrigger(jumpHash);
stateMachine.AnimationHandler.SafeSetBool("IsJumping", true);
// Physic formula: v = sqrt(h * -2 * g)
stateMachine.VelocityY = Mathf.Sqrt(stateMachine.JumpHeight * -2f * stateMachine.Gravity);
// Sử dụng hàm Jump tập trung để đồng bộ vật lý và cooldown
stateMachine.Movement.Jump();
stateMachine.Input.OnSprintEvent += OnAirDash;
}

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));

View File

@@ -22,25 +22,86 @@ namespace OnlyScove.Scripts
[field: SerializeField] public float GroundCheckRadius { get; private set; } = 0.2f;
[field: SerializeField] public Vector3 GroundCheckOffset { get; private set; }
[field: SerializeField] public LayerMask GroundMask { get; private set; }
// Networked shadow properties
[Networked] private NetworkBool _isGroundedNet { get; set; }
[Networked] private NetworkBool _wasGroundedNet { get; set; }
[Networked] private float _velocityYNet { get; set; }
[Networked] public Vector3 NetworkedPosition { get; set; }
[Networked] public bool IsGrounded { get; set; }
[Networked] public bool WasGrounded { get; set; }
[Networked] public float VelocityY { get; set; }
[Networked] public Vector3 NetworkedPosition { get; set; }
// Local backing fields for Offline mode
private bool _isGroundedLocal;
private bool _wasGroundedLocal;
private float _velocityYLocal;
private CharacterController controller;
// Public wrappers that handle both Online and Offline
public bool IsGrounded
{
get => (Object != null && Object.IsValid) ? (bool)_isGroundedNet : _isGroundedLocal;
set { if (Object != null && Object.IsValid) _isGroundedNet = value; _isGroundedLocal = value; }
}
public void Initialize(CharacterController controller)
public bool WasGrounded
{
get => (Object != null && Object.IsValid) ? (bool)_wasGroundedNet : _wasGroundedLocal;
set { if (Object != null && Object.IsValid) _wasGroundedNet = value; _wasGroundedLocal = value; }
}
public float VelocityY
{
get => (Object != null && Object.IsValid) ? _velocityYNet : _velocityYLocal;
set { if (Object != null && Object.IsValid) _velocityYNet = value; _velocityYLocal = value; }
}
private CharacterController controller;
private float jumpCooldown = 0f;
public void Initialize(CharacterController controller)
{
this.controller = controller;
_isGroundedLocal = true; // Safe local initialization
}
public override void Spawned()
{
// Initialize networked state once spawned (only on State Authority)
if (Object.HasStateAuthority)
{
_isGroundedNet = true;
_wasGroundedNet = true;
_velocityYNet = 0f;
}
}
public void CheckGround(Transform playerTransform, float deltaTime)
{
this.controller = controller;
}
public void CheckGround(Transform playerTransform)
{
if (Object == null || (!Object.HasStateAuthority && !Object.HasInputAuthority)) return;
if (jumpCooldown > 0)
{
jumpCooldown -= deltaTime;
WasGrounded = IsGrounded;
IsGrounded = false;
return;
}
WasGrounded = IsGrounded;
IsGrounded = Physics.CheckSphere(playerTransform.TransformPoint(GroundCheckOffset), GroundCheckRadius, GroundMask);
bool sphereCheck = Physics.CheckSphere(playerTransform.TransformPoint(GroundCheckOffset), GroundCheckRadius, GroundMask);
bool ccCheck = (controller != null) && controller.isGrounded;
IsGrounded = sphereCheck || ccCheck;
if (Object != null && Object.IsValid && Object.HasStateAuthority)
{
// State authority updates the networked position for reconciliation
NetworkedPosition = playerTransform.position;
}
}
public void Jump()
{
// Physic formula: v = sqrt(h * -2 * g)
VelocityY = Mathf.Sqrt(JumpHeight * -2f * Gravity);
IsGrounded = false;
jumpCooldown = 0.15f; // Ngăn không cho dính đất trong 0.15s đầu
}
public void Move(CharacterController controller, Vector3 velocity, float deltaTime)
@@ -48,10 +109,6 @@ namespace OnlyScove.Scripts
if (controller != null && controller.enabled)
{
controller.Move(velocity * deltaTime);
if (Object != null && Object.HasStateAuthority)
{
NetworkedPosition = transform.position;
}
}
}

View File

@@ -12,6 +12,7 @@ namespace OnlyScove.Scripts
public override void Enter()
{
Debug.Log("<color=orange>[PlayerParkourState]</color> Entered Parkour State");
if (stateMachine.Anim != null && stateMachine.Anim.layerCount > 0)
{
// Play the Parkour animation (Step Up)

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));
}

View File

@@ -32,12 +32,12 @@ namespace OnlyScove.Scripts
public float VelocityY
{
get => (Object != null && Object.IsValid && Movement != null) ? Movement.VelocityY : 0f;
set { if (Object != null && Object.IsValid && Movement != null) Movement.VelocityY = value; }
get => (Movement != null) ? Movement.VelocityY : 0f;
set { if (Movement != null) Movement.VelocityY = value; }
}
public bool IsGrounded => (Object != null && Object.IsValid && Movement != null) ? Movement.IsGrounded : true;
public bool WasGrounded => (Object != null && Object.IsValid && Movement != null) ? Movement.WasGrounded : true;
public bool IsGrounded => (Movement != null) ? Movement.IsGrounded : true;
public bool WasGrounded => (Movement != null) ? Movement.WasGrounded : true;
public float WalkSpeed => Movement.WalkSpeed;
public float RunSpeed => Movement.RunSpeed;
@@ -106,6 +106,7 @@ namespace OnlyScove.Scripts
if (isOffline || (Object != null && Object.HasInputAuthority))
{
Local = this;
CameraController cameraController = GameObject.FindAnyObjectByType<CameraController>();
if (cameraController != null)
{
@@ -161,7 +162,9 @@ namespace OnlyScove.Scripts
bool isNetworked = Runner != null && Runner.IsRunning && Object != null && Object.IsValid;
float speedValue = (!isNetworked || Object.HasInputAuthority) ? localAnimatorSpeed : NetworkedSpeed;
Vector2 inputVector = (!isNetworked || Object.HasInputAuthority) ? MoveInput : NetworkedMoveInput;
AnimationHandler.UpdateAnimator(speedValue, inputVector, deltaTime);
// Pass IsGrounded to handle air/ground transitions
AnimationHandler.UpdateAnimator(speedValue, inputVector, IsGrounded, deltaTime);
}
public override void FixedUpdateNetwork()
@@ -169,38 +172,64 @@ namespace OnlyScove.Scripts
bool isRunning = Runner != null && Runner.IsRunning;
if (isRunning && (Object == null || !Object.IsValid)) return;
float deltaTime = isRunning ? Runner.DeltaTime : Time.fixedDeltaTime;
if (GetInput(out PlayerInputData data))
{
MoveInput = data.Direction;
IsSprintHeld = (bool)data.sprint;
if (isRunning) NetworkedCameraRotation = data.rot;
if (data.jump) TriggerJump();
}
else if (!isRunning)
{
MoveInput = new Vector2(UnityEngine.Input.GetAxisRaw("Horizontal"), UnityEngine.Input.GetAxisRaw("Vertical"));
IsSprintHeld = UnityEngine.Input.GetKey(KeyCode.LeftShift);
if (Input.ConsumeJumpInput()) TriggerJump();
}
if (!isRunning || (Object != null && Object.IsValid && (Object.HasInputAuthority || Runner.IsServer)))
{
if (hasControl)
{
Movement.CheckGround(transform);
Movement.CheckGround(transform, deltaTime);
Interaction.UpdateInteractables();
currentState?.Tick(isRunning ? Runner.DeltaTime : Time.fixedDeltaTime);
currentState?.Tick(deltaTime);
}
}
}
public void TriggerJump()
{
if (!IsGrounded) return;
if (Scanner != null)
{
var hitData = Scanner.ObstacleCheck();
if (hitData.forwardHitFound && hitData.heightHitFound)
{
SwitchState(new PlayerParkourState(this));
return;
}
}
float jumpMoveSpeed = (IsSprintHeld) ? Movement.SprintSpeed : Movement.WalkSpeed;
SwitchState(new PlayerJumpState(this, jumpMoveSpeed));
}
public override void Render()
{
bool isRunning = Runner != null && Runner.IsRunning;
if (isRunning && Object != null && Object.IsValid && !Object.HasInputAuthority)
if (isRunning && Object != null && Object.IsValid)
{
// Smooth interpolation for proxies
if (Movement.NetworkedPosition != Vector3.zero)
if (!Object.HasInputAuthority)
{
transform.position = Vector3.Lerp(transform.position, Movement.NetworkedPosition, Runner.DeltaTime * 15f);
// Proxies
if (Movement.NetworkedPosition != Vector3.zero)
{
transform.position = Vector3.Lerp(transform.position, Movement.NetworkedPosition, Runner.DeltaTime * 20f);
}
}
UpdateAnimator(Runner.DeltaTime);
}

View File

@@ -10,7 +10,7 @@ namespace OnlyScove.Scripts
public override void Enter()
{
stateMachine.Anim.SetTrigger(thrustHash);
stateMachine.AnimationHandler.SafeSetTrigger(thrustHash);
// Immediately set a massive downward velocity
stateMachine.VelocityY = stateMachine.ThrustDownwardForce;

View File

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