Files
BABA_YAGA/Assets/Scripts/Player Controller/PlayerStateMachine.cs
2026-05-12 21:43:03 +07:00

246 lines
9.7 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using Fusion;
namespace OnlyScove.Scripts
{
[RequireComponent(typeof(CharacterController), typeof(InputReader), typeof(Animator))]
[RequireComponent(typeof(PlayerStats), typeof(PlayerInteraction), typeof(PlayerMovement))]
[RequireComponent(typeof(PlayerAnimationHandler))]
public class PlayerStateMachine : NetworkBehaviour
{
[field: Header("References")]
[field: SerializeField] public CharacterController Controller { get; private set; }
[field: SerializeField] public virtual InputReader Input { get; private set; }
[field: SerializeField] public Animator Anim { get; private set; }
[field: SerializeField] public EnvironmentScanner Scanner { get; private set; }
public CameraController Cam { get; private set; }
[Header("Modules")]
public PlayerStats Stats;
public PlayerInteraction Interaction;
public PlayerMovement Movement;
public PlayerAnimationHandler AnimationHandler;
[Networked] public Quaternion NetworkedCameraRotation { get; set; }
[Networked] public Vector2 NetworkedMoveInput { get; set; }
[Networked] public float NetworkedSpeed { get; set; }
// Pass-through properties for State Compatibility
public Vector2 MoveInput { get; private set; }
public bool IsSprintHeld { get; private set; }
public float VelocityY
{
get => (Object != null && Object.IsValid && Movement != null) ? Movement.VelocityY : 0f;
set { if (Object != null && Object.IsValid && Movement != null) Movement.VelocityY = value; }
}
public bool IsGrounded => (Object != null && Object.IsValid && Movement != null) ? Movement.IsGrounded : true;
public bool WasGrounded => (Object != null && Object.IsValid && Movement != null) ? Movement.WasGrounded : true;
public float WalkSpeed => Movement.WalkSpeed;
public float RunSpeed => Movement.RunSpeed;
public float SprintSpeed => Movement.SprintSpeed;
public float SneakSpeed => Movement.SneakSpeed;
public float DashForce => Movement.DashForce;
public float JumpHeight => Movement.JumpHeight;
public float ThrustDownwardForce => Movement.ThrustDownwardForce;
public float Gravity => Movement.Gravity;
public float InteractionRange => Interaction.InteractionRange;
public LayerMask InteractionMask => Interaction.InteractionMask;
public static PlayerStateMachine Local { get; private set; }
public string CurrentStateName => currentState != null ? currentState.GetType().Name : "None";
public Quaternion CameraRotation
{
get
{
if (Runner != null && Runner.IsRunning && Object != null && Object.IsValid) return NetworkedCameraRotation;
return Cam != null ? Cam.PlanarRotation : transform.rotation;
}
}
private PlayerBaseState currentState;
private bool hasControl = true;
private float localAnimatorSpeed;
protected virtual void Awake()
{
Controller = GetComponent<CharacterController>();
Input = GetComponent<InputReader>();
Anim = GetComponentInChildren<Animator>();
Scanner = GetComponent<EnvironmentScanner>();
Stats = GetComponent<PlayerStats>();
Interaction = GetComponent<PlayerInteraction>();
Movement = GetComponent<PlayerMovement>();
AnimationHandler = GetComponent<PlayerAnimationHandler>();
AnimationHandler.Initialize(Anim);
Movement.Initialize(Controller);
Interaction.Initialize(Scanner);
}
private void Start()
{
if (Runner == null || !Runner.IsRunning) InitializePlayer();
}
public override void Spawned()
{
InitializePlayer();
}
private void InitializePlayer()
{
bool isLocal = (Object != null && Object.HasInputAuthority) || (Runner == null || !Runner.IsRunning);
if (isLocal)
{
Local = this;
CameraController cameraController = GameObject.FindAnyObjectByType<CameraController>();
if (cameraController != null)
{
Cam = cameraController;
Cam.followTarget = transform;
Cam.inputReader = Input;
}
if (Input != null)
{
Input.enabled = true; // Ensure local input is enabled
Input.OnNextInteractEvent -= Interaction.NextInteract;
Input.OnNextInteractEvent += Interaction.NextInteract;
Input.OnPreviousInteractEvent -= Interaction.PreviousInteract;
Input.OnPreviousInteractEvent += Interaction.PreviousInteract;
}
if (Controller != null) Controller.enabled = true;
}
else
{
// Disable input for proxies to prevent "Input Overlap"
if (Input != null) Input.enabled = false;
// On clients, proxies don't need CharacterController enabled
if (Runner != null && Runner.IsClient && Controller != null) Controller.enabled = false;
}
if (currentState == null) SwitchState(new PlayerIdleState(this));
}
private void OnDestroy()
{
if (Input != null && Interaction != null)
{
Input.OnNextInteractEvent -= Interaction.NextInteract;
Input.OnPreviousInteractEvent -= Interaction.PreviousInteract;
}
}
public void Rotate(Vector3 moveDirection, float deltaTime)
{
Movement.Rotate(transform, moveDirection, deltaTime);
}
public void Move(Vector3 velocity, float animatorSpeed, float deltaTime)
{
bool canMove = (Runner == null || !Runner.IsRunning) || (Object != null && Object.IsValid && (Object.HasInputAuthority || Runner.IsServer));
if (!canMove) return;
Movement.Move(Controller, velocity, deltaTime);
localAnimatorSpeed = animatorSpeed;
if (Object != null && Object.IsValid && Object.HasStateAuthority)
{
NetworkedSpeed = animatorSpeed;
NetworkedMoveInput = MoveInput;
}
UpdateAnimator(deltaTime);
}
private void UpdateAnimator(float deltaTime)
{
bool isNetworked = Runner != null && Runner.IsRunning && Object != null && Object.IsValid;
float speedValue = (!isNetworked || Object.HasInputAuthority) ? localAnimatorSpeed : NetworkedSpeed;
Vector2 inputVector = (!isNetworked || Object.HasInputAuthority) ? MoveInput : NetworkedMoveInput;
AnimationHandler.UpdateAnimator(speedValue, inputVector, deltaTime);
}
public override void FixedUpdateNetwork()
{
bool isRunning = Runner != null && Runner.IsRunning;
if (isRunning && (Object == null || !Object.IsValid)) return;
if (GetInput(out PlayerInputData data))
{
MoveInput = data.Direction;
IsSprintHeld = (bool)data.sprint;
if (isRunning) NetworkedCameraRotation = data.rot;
}
else if (!isRunning)
{
MoveInput = new Vector2(UnityEngine.Input.GetAxisRaw("Horizontal"), UnityEngine.Input.GetAxisRaw("Vertical"));
IsSprintHeld = UnityEngine.Input.GetKey(KeyCode.LeftShift);
}
// Only run logic if we have Input Authority (Local Player) or State Authority (Server simulating Player)
if (!isRunning || (Object != null && Object.IsValid && (Object.HasInputAuthority || Runner.IsServer)))
{
if (hasControl)
{
Movement.CheckGround(transform);
Interaction.UpdateInteractables();
currentState?.Tick(isRunning ? Runner.DeltaTime : Time.fixedDeltaTime);
}
}
}
public override void Render()
{
bool isRunning = Runner != null && Runner.IsRunning;
if (isRunning && Object != null && Object.IsValid && !Object.HasInputAuthority)
{
// Note: We now rely on NetworkTransform component for position syncing
UpdateAnimator(Runner.DeltaTime);
}
else if (!isRunning)
{
UpdateAnimator(Time.deltaTime);
}
}
private void Update()
{
if (Runner == null || !Runner.IsRunning) FixedUpdateNetwork();
}
public IInteractable GetInteractable() => Interaction.GetInteractable();
public void SetGroundCheck(float radius, Vector3 offset) => Movement.SetGroundCheck(radius, offset);
public void SwitchState(PlayerBaseState newState)
{
currentState?.Exit();
currentState = newState;
currentState?.Enter();
}
public void SetControl(bool control)
{
hasControl = control;
if (Controller != null) Controller.enabled = control;
if (!control) AnimationHandler.SetSpeed(0f);
}
private void OnDrawGizmosSelected()
{
if (Movement == null) return;
Gizmos.color = new Color(0, 1, 0, 0.5f);
Gizmos.DrawSphere(transform.TransformPoint(Movement.GroundCheckOffset), Movement.GroundCheckRadius);
}
}
}