92 lines
3.4 KiB
C#
92 lines
3.4 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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private readonly int speedHash = Animator.StringToHash("Speed");
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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.Input.OnJumpEvent += OnJump;
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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 readonly int speedXHash = Animator.StringToHash("Velocity X");
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private readonly int speedZHash = Animator.StringToHash("Velocity Z");
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public override void Tick(float deltaTime)
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{
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// QUAN TRỌNG: Đọc trực tiếp từ stateMachine (Dữ liệu đã đồng bộ mạng)
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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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// Sử dụng hàm Move tập trung (0.7f là giá trị Speed cho Animator khi đi bộ)
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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.OnJumpEvent -= OnJump;
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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 OnJump()
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{
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if (stateMachine.IsGrounded)
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{
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if (stateMachine.Scanner != null)
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{
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var hitData = stateMachine.Scanner.ObstacleCheck();
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if (hitData.forwardHitFound)
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{
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stateMachine.SwitchState(new PlayerParkourState(stateMachine));
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return;
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}
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}
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stateMachine.SwitchState(new PlayerJumpState(stateMachine, stateMachine.WalkSpeed));
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}
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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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} |