using UnityEngine; 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.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) { Vector2 input = stateMachine.Input.MoveInput; float moveAmount = Mathf.Clamp01(Mathf.Abs(input.x) + Mathf.Abs(input.y)); if (moveAmount <= 0.01f) { stateMachine.SwitchState(new PlayerIdleState(stateMachine)); return; } if (stateMachine.Input.IsSprintHeld) { stateMachine.SwitchState(new PlayerDashState(stateMachine)); return; } Vector3 inputDir = new Vector3(input.x, 0, input.y).normalized; Vector3 moveDirection = stateMachine.Cam != null ? stateMachine.Cam.PlanarRotation * inputDir : inputDir; if (stateMachine.Cam != null) { Debug.Log($"[PlayerMoveState] View: {(stateMachine.Cam.PlanarRotation.eulerAngles.y)}, InputDir: {inputDir}, MoveDir: {moveDirection}, PlayerRot: {stateMachine.transform.rotation.eulerAngles.y}"); } Vector3 velocity = moveDirection * stateMachine.WalkSpeed; if (stateMachine.IsGrounded && stateMachine.VelocityY < 0) { stateMachine.VelocityY = -2f; } else { stateMachine.VelocityY += Physics.gravity.y * deltaTime; } velocity.y = stateMachine.VelocityY; stateMachine.Controller.Move(velocity * deltaTime); if (moveDirection != Vector3.zero) { Quaternion targetRot = Quaternion.LookRotation(moveDirection); stateMachine.transform.rotation = Quaternion.RotateTowards( stateMachine.transform.rotation, targetRot, stateMachine.RotationSpeed * deltaTime ); } stateMachine.Anim.SetFloat(speedHash, 0.7f, stateMachine.AnimationDamping, deltaTime); stateMachine.Anim.SetFloat(speedXHash, input.x * 0.5f, stateMachine.AnimationDamping, deltaTime); stateMachine.Anim.SetFloat(speedZHash, input.y * 0.5f, stateMachine.AnimationDamping, deltaTime); } public override void PhysicsTick(float fixedDeltaTime) {} 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)); } }