Files
BABA_YAGA/Assets/Scripts/Player Controller/PlayerMoveState.cs
2026-04-15 19:53:29 +07:00

92 lines
3.4 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)
{
// QUAN TRỌNG: Đọc trực tiếp từ stateMachine (Dữ liệu đã đồng bộ mạng)
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;
// Sử dụng hàm Move tập trung (0.7f là giá trị Speed cho Animator khi đi bộ)
stateMachine.Move(velocity, 0.7f, deltaTime);
stateMachine.Rotate(moveDirection, 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));
}
}