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() { // Set initial velocity for the Jump Blend Tree (2D Freeform) Vector2 input = stateMachine.Input.MoveInput; stateMachine.Anim.SetFloat(speedXHash, input.x); stateMachine.Anim.SetFloat(speedZHash, input.y); // Set Speed parameter to help distinguish between Idle Jump (0) and Run Jump (0.7+) float moveAmount = input.magnitude; stateMachine.Anim.SetFloat(speedHash, moveAmount > 0.1f ? 1.0f : 0f); stateMachine.Anim.ResetTrigger(jumpHash); stateMachine.Anim.SetTrigger(jumpHash); // Physic formula: v = sqrt(h * -2 * g) stateMachine.VelocityY = Mathf.Sqrt(stateMachine.JumpHeight * -2f * Physics.gravity.y); stateMachine.Input.OnSprintEvent += OnAirDash; } public override void Tick(float deltaTime) { stateMachine.VelocityY += Physics.gravity.y * deltaTime; Vector2 input = stateMachine.Input.MoveInput; Vector3 inputDir = new Vector3(input.x, 0, input.y).normalized; Vector3 moveDirection = stateMachine.Cam != null ? stateMachine.Cam.PlanarRotation * inputDir : inputDir; Vector3 velocity = moveDirection * jumpSpeed; velocity.y = stateMachine.VelocityY; stateMachine.Controller.Move(velocity * deltaTime); // Cập nhật Animator cho việc di chuyển trên không (Blend Tree sẽ tự mượt mà theo các giá trị này) float multiplier = stateMachine.Input.IsSprintHeld ? 1f : 0.5f; stateMachine.Anim.SetFloat(speedXHash, input.x * multiplier, stateMachine.AnimationDamping, deltaTime); stateMachine.Anim.SetFloat(speedZHash, input.y * multiplier, stateMachine.AnimationDamping, deltaTime); if (moveDirection != Vector3.zero) { Quaternion targetRot = Quaternion.LookRotation(moveDirection); stateMachine.transform.rotation = Quaternion.RotateTowards( stateMachine.transform.rotation, targetRot, stateMachine.RotationSpeed * 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; } } }