using UnityEngine; namespace OnlyScove.Scripts { public class PlayerIdleState : PlayerBaseState { public PlayerIdleState(PlayerStateMachine stateMachine) : base(stateMachine) {} public override void Enter() { stateMachine.AnimationHandler.SafeResetTrigger("Jump"); stateMachine.AnimationHandler.SafeResetTrigger("Fall"); stateMachine.AnimationHandler.ForceLocomotion(); stateMachine.Input.OnDodgeEvent += OnDodge; stateMachine.Input.OnCrouchEvent += OnCrouch; stateMachine.Input.OnInteractEvent += OnInteract; } public override void Tick(float deltaTime) { if (stateMachine.IsGrounded && stateMachine.VelocityY < 0) { stateMachine.VelocityY = -2f; } else { stateMachine.VelocityY += stateMachine.Gravity * deltaTime; } stateMachine.Move(new Vector3(0, stateMachine.VelocityY, 0), 0f, deltaTime); if (stateMachine.MoveInput != Vector2.zero) { stateMachine.SwitchState(new PlayerMoveState(stateMachine)); } } public override void PhysicsTick(float fixedDeltaTime) {} public override void Exit() { stateMachine.Input.OnDodgeEvent -= OnDodge; stateMachine.Input.OnCrouchEvent -= OnCrouch; stateMachine.Input.OnInteractEvent -= OnInteract; } private void OnDodge() => stateMachine.SwitchState(new PlayerDodgeState(stateMachine)); private void OnCrouch() => stateMachine.SwitchState(new PlayerCrouchState(stateMachine)); private void OnInteract() => stateMachine.SwitchState(new PlayerInteractState(stateMachine)); } }