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2024-10-17 17:23:05 +03:00
using StateMachine;
using UnityEngine;
namespace Player.States
{
public class Run : State<PlayerState>
{
private readonly Player _player;
private static readonly int AnimRun = Animator.StringToHash("Run");
public Run(Player player) : base(PlayerState.Run)
{
_player = player;
}
public override void Enter()
{
_player.animator.SetBool(AnimRun, true);
}
public override void Update()
{
Vector3 velocity = _player.moveDirection * (_player.runSpeed * Time.deltaTime);
_player.playerRigidbody.velocity = new Vector3(velocity.x, _player.playerRigidbody.velocity.y, velocity.z);
if (Input.GetKeyUp(KeyCode.LeftShift))
{
_player.StateMachine.SetCurrentState(PlayerState.Walk);
}
}
public override void Exit()
{
_player.animator.SetBool(AnimRun, false);
}
}
}