71 lines
2.5 KiB
C#
71 lines
2.5 KiB
C#
using UnityEngine;
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namespace OnlyScove.Scripts
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{
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public class PlayerMoveState : PlayerBaseState
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{
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public PlayerMoveState(PlayerStateMachine stateMachine) : base(stateMachine) {}
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public override void Enter()
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{
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stateMachine.AnimationHandler.SafeResetTrigger("Jump");
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stateMachine.AnimationHandler.SafeResetTrigger("Fall");
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stateMachine.AnimationHandler.ForceLocomotion();
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stateMachine.Input.OnDodgeEvent += OnDodge;
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stateMachine.Input.OnCrouchEvent += OnCrouch;
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stateMachine.Input.OnInteractEvent += OnInteract;
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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.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.IsSprintHeld)
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{
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stateMachine.SwitchState(new PlayerDashState(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.CameraRotation * inputDir;
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moveDirection.y = 0;
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moveDirection.Normalize();
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Vector3 velocity = moveDirection * stateMachine.WalkSpeed;
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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 += stateMachine.Gravity * deltaTime;
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}
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velocity.y = stateMachine.VelocityY;
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stateMachine.Move(velocity, 0.7f, deltaTime);
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stateMachine.Rotate(moveDirection, 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.OnDodgeEvent -= OnDodge;
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stateMachine.Input.OnCrouchEvent -= OnCrouch;
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stateMachine.Input.OnInteractEvent -= OnInteract;
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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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private void OnInteract() => stateMachine.SwitchState(new PlayerInteractState(stateMachine));
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}
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} |