92 lines
3.5 KiB
C#
92 lines
3.5 KiB
C#
using UnityEngine;
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namespace OnlyScove.Scripts
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{
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public class PlayerJumpState : PlayerBaseState
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{
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private readonly int jumpHash = Animator.StringToHash("Jump");
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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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private float jumpSpeed;
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public PlayerJumpState(PlayerStateMachine stateMachine, float jumpSpeed = -1f) : base(stateMachine)
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{
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if (jumpSpeed < 0)
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{
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this.jumpSpeed = stateMachine.WalkSpeed;
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}
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else
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{
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this.jumpSpeed = jumpSpeed;
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}
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}
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public override void Enter()
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{
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// Set initial velocity for the Jump Blend Tree (2D Freeform)
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Vector2 input = stateMachine.Input.MoveInput;
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stateMachine.Anim.SetFloat(speedXHash, input.x);
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stateMachine.Anim.SetFloat(speedZHash, input.y);
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// Set Speed parameter to help distinguish between Idle Jump (0) and Run Jump (0.7+)
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float moveAmount = input.magnitude;
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stateMachine.Anim.SetFloat(speedHash, moveAmount > 0.1f ? 1.0f : 0f);
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stateMachine.Anim.ResetTrigger(jumpHash);
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stateMachine.Anim.SetTrigger(jumpHash);
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// Physic formula: v = sqrt(h * -2 * g)
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stateMachine.VelocityY = Mathf.Sqrt(stateMachine.JumpHeight * -2f * Physics.gravity.y);
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stateMachine.Input.OnSprintEvent += OnAirDash;
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}
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public override void Tick(float deltaTime)
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{
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stateMachine.VelocityY += Physics.gravity.y * deltaTime;
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Vector2 input = stateMachine.Input.MoveInput;
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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 * jumpSpeed;
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velocity.y = stateMachine.VelocityY;
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stateMachine.Controller.Move(velocity * deltaTime);
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// Cập nhật Animator cho việc di chuyển trên không (Blend Tree sẽ tự mượt mà theo các giá trị này)
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float multiplier = stateMachine.Input.IsSprintHeld ? 1f : 0.5f;
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stateMachine.Anim.SetFloat(speedXHash, input.x * multiplier, stateMachine.AnimationDamping, deltaTime);
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stateMachine.Anim.SetFloat(speedZHash, input.y * multiplier, stateMachine.AnimationDamping, 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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if (stateMachine.VelocityY <= 0f)
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{
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stateMachine.SwitchState(new PlayerFallState(stateMachine, jumpSpeed));
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}
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}
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private void OnAirDash()
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{
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stateMachine.SwitchState(new PlayerAirDashState(stateMachine));
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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.OnSprintEvent -= OnAirDash;
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}
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}
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} |