Files
BABA_YAGA/Assets/Scripts/Player Controller/PlayerMoveState.cs

71 lines
2.5 KiB
C#

using UnityEngine;
namespace OnlyScove.Scripts
{
public class PlayerMoveState : PlayerBaseState
{
public PlayerMoveState(PlayerStateMachine stateMachine) : base(stateMachine) {}
public override void Enter()
{
stateMachine.AnimationHandler.SafeResetTrigger("Jump");
stateMachine.AnimationHandler.SafeResetTrigger("Fall");
stateMachine.AnimationHandler.ForceLocomotion();
stateMachine.Input.OnDodgeEvent += OnDodge;
stateMachine.Input.OnCrouchEvent += OnCrouch;
stateMachine.Input.OnInteractEvent += OnInteract;
}
public override void Tick(float deltaTime)
{
Vector2 input = stateMachine.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.IsSprintHeld)
{
stateMachine.SwitchState(new PlayerDashState(stateMachine));
return;
}
Vector3 inputDir = new Vector3(input.x, 0, input.y).normalized;
Vector3 moveDirection = stateMachine.CameraRotation * inputDir;
moveDirection.y = 0;
moveDirection.Normalize();
Vector3 velocity = moveDirection * stateMachine.WalkSpeed;
if (stateMachine.IsGrounded && stateMachine.VelocityY < 0)
{
stateMachine.VelocityY = -2f;
}
else
{
stateMachine.VelocityY += stateMachine.Gravity * deltaTime;
}
velocity.y = stateMachine.VelocityY;
stateMachine.Move(velocity, 0.7f, deltaTime);
stateMachine.Rotate(moveDirection, deltaTime);
}
public override void PhysicsTick(float fixedDeltaTime) {}
public override void Exit()
{
stateMachine.Input.OnDodgeEvent -= OnDodge;
stateMachine.Input.OnCrouchEvent -= OnCrouch;
stateMachine.Input.OnInteractEvent -= OnInteract;
}
private void OnDodge() => stateMachine.SwitchState(new PlayerDodgeState(stateMachine));
private void OnCrouch() => stateMachine.SwitchState(new PlayerCrouchState(stateMachine));
private void OnInteract() => stateMachine.SwitchState(new PlayerInteractState(stateMachine));
}
}