98 lines
3.6 KiB
C#
98 lines
3.6 KiB
C#
using UnityEngine;
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namespace OnlyScove.Scripts
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{
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public class PlayerRunState : PlayerBaseState
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{
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private readonly int speedHash = Animator.StringToHash("Speed");
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private readonly int speedXHash = Animator.StringToHash("Velocity X");
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private readonly int speedZHash = Animator.StringToHash("Velocity Z");
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public PlayerRunState(PlayerStateMachine stateMachine) : base(stateMachine) {}
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public override void Enter()
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{
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stateMachine.Input.OnJumpEvent += OnJump;
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stateMachine.Input.OnDodgeEvent += OnDodge;
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stateMachine.Input.OnCrouchEvent += OnCrouch;
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}
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public override void Tick(float deltaTime)
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{
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Vector2 input = stateMachine.Input.MoveInput;
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float moveAmount = Mathf.Clamp01(Mathf.Abs(input.x) + Mathf.Abs(input.y));
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if (moveAmount <= 0.01f)
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{
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stateMachine.SwitchState(new PlayerIdleState(stateMachine));
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return;
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}
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if (!stateMachine.Input.IsSprintHeld)
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{
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stateMachine.SwitchState(new PlayerMoveState(stateMachine));
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return;
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}
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Vector3 inputDir = new Vector3(input.x, 0, input.y).normalized;
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Vector3 moveDirection = stateMachine.Cam != null ? stateMachine.Cam.PlanarRotation * inputDir : inputDir;
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Vector3 velocity = moveDirection * stateMachine.SprintSpeed;
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if (stateMachine.IsGrounded && stateMachine.VelocityY < 0)
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{
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stateMachine.VelocityY = -2f;
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}
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else
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{
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stateMachine.VelocityY += Physics.gravity.y * deltaTime;
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}
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velocity.y = stateMachine.VelocityY;
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stateMachine.Controller.Move(velocity * deltaTime);
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if (moveDirection != Vector3.zero)
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{
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Quaternion targetRot = Quaternion.LookRotation(moveDirection);
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stateMachine.transform.rotation = Quaternion.RotateTowards(
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stateMachine.transform.rotation,
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targetRot,
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stateMachine.RotationSpeed * deltaTime
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);
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}
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stateMachine.Anim.SetFloat(speedHash, 1f, stateMachine.AnimationDamping, deltaTime);
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stateMachine.Anim.SetFloat(speedXHash, input.x * 2f, stateMachine.AnimationDamping, deltaTime);
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stateMachine.Anim.SetFloat(speedZHash, input.y * 2f, stateMachine.AnimationDamping, deltaTime);
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}
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public override void PhysicsTick(float fixedDeltaTime) {}
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public override void Exit()
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{
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stateMachine.Input.OnJumpEvent -= OnJump;
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stateMachine.Input.OnDodgeEvent -= OnDodge;
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stateMachine.Input.OnCrouchEvent -= OnCrouch;
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}
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private void OnJump()
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{
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if (stateMachine.IsGrounded)
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{
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if (stateMachine.Scanner != null)
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{
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var hitData = stateMachine.Scanner.ObstacleCheck();
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if (hitData.forwardHitFound)
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{
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stateMachine.SwitchState(new PlayerParkourState(stateMachine));
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return;
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}
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}
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stateMachine.SwitchState(new PlayerJumpState(stateMachine, stateMachine.SprintSpeed));
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}
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}
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private void OnDodge() => stateMachine.SwitchState(new PlayerDodgeState(stateMachine));
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private void OnCrouch() => stateMachine.SwitchState(new PlayerCrouchState(stateMachine));
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}
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} |