using UnityEngine; namespace OnlyScove.Scripts { public class PlayerJumpState : PlayerBaseState { private readonly int jumpHash = Animator.StringToHash("Jump"); private readonly int speedHash = Animator.StringToHash("Speed"); private readonly int speedXHash = Animator.StringToHash("Velocity X"); private readonly int speedZHash = Animator.StringToHash("Velocity Z"); private float jumpSpeed; public PlayerJumpState(PlayerStateMachine stateMachine, float jumpSpeed = -1f) : base(stateMachine) { if (jumpSpeed < 0) { this.jumpSpeed = stateMachine.WalkSpeed; } else { this.jumpSpeed = jumpSpeed; } } public override void Enter() { // Sử dụng dữ liệu đồng bộ Vector2 input = stateMachine.MoveInput; stateMachine.Anim.ResetTrigger(jumpHash); stateMachine.Anim.SetTrigger(jumpHash); // Physic formula: v = sqrt(h * -2 * g) stateMachine.VelocityY = Mathf.Sqrt(stateMachine.JumpHeight * -2f * stateMachine.Gravity); stateMachine.Input.OnSprintEvent += OnAirDash; } public override void Tick(float deltaTime) { stateMachine.VelocityY += stateMachine.Gravity * deltaTime; Vector2 input = stateMachine.MoveInput; Vector3 inputDir = new Vector3(input.x, 0, input.y).normalized; Vector3 moveDirection = stateMachine.CameraRotation * inputDir; moveDirection.y = 0; moveDirection.Normalize(); Vector3 velocity = moveDirection * jumpSpeed; velocity.y = stateMachine.VelocityY; // Đồng bộ di chuyển và xoay stateMachine.Move(velocity, 1.0f, deltaTime); stateMachine.Rotate(moveDirection, deltaTime); if (stateMachine.VelocityY <= 0f) { stateMachine.SwitchState(new PlayerFallState(stateMachine, jumpSpeed)); } } private void OnAirDash() { stateMachine.SwitchState(new PlayerAirDashState(stateMachine)); } public override void PhysicsTick(float fixedDeltaTime) {} public override void Exit() { stateMachine.Input.OnSprintEvent -= OnAirDash; } } }