using UnityEngine; namespace OnlyScove.Scripts { public class PlayerFallState : PlayerBaseState { private readonly int fallHash = Animator.StringToHash("Fall"); private float fallSpeed; public PlayerFallState(PlayerStateMachine stateMachine, float fallSpeed = -1f) : base(stateMachine) { if (fallSpeed < 0) { this.fallSpeed = stateMachine.WalkSpeed; } else { this.fallSpeed = fallSpeed; } } public override void Enter() { stateMachine.Anim.SetTrigger(fallHash); stateMachine.Input.OnDodgeEvent += OnThrustPressed; } 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 * fallSpeed; velocity.y = stateMachine.VelocityY; stateMachine.Controller.Move(velocity * deltaTime); if (stateMachine.Input.IsSprintHeld) { stateMachine.SwitchState(new PlayerAirDashState(stateMachine)); return; } if (stateMachine.IsGrounded) { // Landing Shake from PlayerController.cs if (!stateMachine.WasGrounded && stateMachine.VelocityY < -1f) { if (stateMachine.Cam != null) { stateMachine.Cam.Shake(0.2f, 0.15f); } } stateMachine.VelocityY = -2f; if (input == Vector2.zero) stateMachine.SwitchState(new PlayerIdleState(stateMachine)); else { // Return to the appropriate movement state based on sprint input if (stateMachine.Input.IsSprintHeld) stateMachine.SwitchState(new PlayerRunState(stateMachine)); else stateMachine.SwitchState(new PlayerMoveState(stateMachine)); } } } private void OnThrustPressed() => stateMachine.SwitchState(new PlayerThrustState(stateMachine)); public override void PhysicsTick(float fixedDeltaTime) {} public override void Exit() { stateMachine.Input.OnDodgeEvent -= OnThrustPressed; } } }