Files
BABA_YAGA/Assets/Scripts/Player Controller/PlayerMoveState.cs
2026-03-31 08:16:46 +07:00

106 lines
4.1 KiB
C#

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));
}
}